First of all, I know a major point of this update was Avatar Performance recalculation- but I can confirm it's very incorrect. I've handcounted Material Slots and tried reuploads of exact avatars and been met with exact data size yet completely different calculations of VRAM, Avatar Bounds, and most abundantly, Material Slots. It seems like every avatar I've uploaded has suddenly gained +1 Material Slot, despite both handcounting and VRChat's SDK's calculations.
Examples:
A Pokemon-Esque commission I did has a reported 32 Material Slots, ~118 mb VRAM, and no animated bounds at less than 2m per side (is smol.)
These would Parallel the SDK within VRChat, and give perfectly symmetical in-game data.
On Build 1695 a version of the avatar uploaded in March 2025 reports 18 Material Slots, 129.98 mb VRAM. The bounds are insane at 2860.40 per side. I double-checked, no avatar bounds are animated.
However, a version of the exact same avatar (with no modifications) uploaded today, August 29th 2025 12am EST reports 33 Material Slots, 129.98 mb VRAM, and ludicrous asymmetrical bounds at 4798.35, 798.61, 1002.50. Once again, nothing abnormal within the avatar and nothing reported in within the SDK. And once again, absolutely nothing avatar-bounds related is animated- in fact, ERASING the FX and Action layered Animator Controllers does not change the Avatar Report at all. All enabled objects are found within range of the object. And no other animator controllers are present within the avatar's hierarchy.
VRAM, Material Slots, and Bounds are all found to be calculated incorrectly. This issue is present on 20+ and counting separate uploads of avatars. Some have skyrocketing VRAM peaking 300+ MB post-update despite Windows platform overrided DXT1 and DXT5 Crunch Compression, some have +1 to +2 Material Slots. Some have -12 to -14 Material Slots. Some have astronomical bounds despite all instanced renders being online/enabled at once, reporting within the SDK being less than 5x6x5, and with not one animation affecting their transform.
In other findings, deletion/negation of Animations providing Material Swaps as a functionality on Particle Systems, Mesh Renderers, Skinned Mesh Renderers, and Trails do not affect the miscalculation of "Material Slots", Bounds, nor VRAM. Nothing changes within avatar performance on deletion of their animator controllers besides download size. Most likely being the deletion of referenced Animation File Size.
Another Example can be found on my Twitter: https://x.com/speedbuiz/status/1961261519640940710
Please do not dismiss this as my fault. I've posted to the canny before and been given the cold shoulder and ignored. I can confirm with multiple hours of discovery that these avatar performance calculations are completely incorrect.
I expect there to be more abnormalities than just VRAM, Material Slots, and Bounds. Please reply with any discoveries, and please upvote this problem so VRChat can assist their Avatar Creators.