The test performance results are similar, currently VRchat is equal to GPU Compute Skinning OFF and Graphics job OFF.
If we can use GPU batch in Unity 6 instead of 2022 version, the GPU performance can be improved by about 70%~100%, and 2022 is also 10~20% faster in some cases compared to GPU Compute Skinning OFF, and it is still more fragmented skinning.
With a large number of skinned mesh batches up to four times faster, and with a large number of shape keys up to five times faster, the current rendering pipeline has problems with GPU operation. (GPU bottleneck)
If a relatively heavy skin is only about 70% faster, solve some of the efficiency problems caused by skin bone changes and shape keys.
From what you’ve outlined, utilizing GPU batching in Unity 6 could lead to a substantial boost in GPU performance—anywhere from 70% to 100%. This improvement would be especially noticeable when dealing with large numbers of skinned meshes and shape keys. While Unity 2022 offers some improvements over the “GPU Compute Skinning OFF” setting, it’s clear that it still falls short in optimization, particularly regarding skinning fragmentation.
The GPU bottleneck you’re encountering in the current rendering pipeline is a critical issue. The performance gains you’ve highlighted—up to four times faster processing for skinned mesh batches and up to five times faster handling of shape keys—underscore the need for more efficient optimization, especially for complex and dynamic character models within VRChat.
It would certainly be worthwhile for the VRChat team to explore alternatives and optimizations in specific areas to further enhance performance and reduce GPU strain, particularly with heavy skinned meshes and shape key usage.