Performance block by sync'd parameters

How useful do you think limiting by sync’d or unsync’d parameters would be because of an avatar have 256 sync’d or seems to lag me a lot because there’s a ton of animations running and tons of data being sent.

It was a quick thought and just wanted to see how other people felt

From what i know animation and animator transition can be the cause of really heavy load on avatars, especially because they run 24/7 even when avatars aren’t loaded.

There was a mention of Tupper on this on this canny Expose more information to contact parameters (resulting in massive contact reduction) | Voters | VRChat

Not sure if that’s what you wanted to mention, but they are thinking to

considering other, more scalable ways to support complex interaction systems on avatars

So maybe with this we can drastically lower the amount of parameters to use and sync over and over on avatars.