>>279714451
It's just that baking everything isn't a magical fix either, you still have to contend with dynamic game objects, (anything not set to static, including players), lightprobes and whatever that interact with like 30 entirely different shaders from 20 users because people use whatever they want, and post processing which will interact with various gameobjects in unpredictable ways.
Unity is a game engine after all and vrchat gives a lot of freedom for hobbyists to fuck it all up and make unoptimized scenes by kitbashing shit together, and couple that with a couple hundred 4k textured skinned mesh renderers and it can be hard to keep your frames.
Vrchat could require you to do or flip all those settings for you on upload, but there are situations where you might want a realtime light for example. 

Tl;dr optimization is hard af