The new version of Thry's performance tool gives an overall texture memory value. This value was differing from the ingame stat on some avatars.
Through testing, I've discovered that if you use an animation to swap a material, the textures on that other material aren't counted in the ingame stat.
To reproduce the bug, you can upload the AD Tutorial Robot avatar included in the sdk. Thry and VRC will say it has 5.33mb of tex mem.
Then create an 8k texture and add it to a new material.
Set up an animator on the fx layer and add an animation to swap a material of the robot to the 8k material on load.
Thry will report 48mb of tex mem, but VRC will say it's still only 5.33mb.
You can see the screenshots of it below. And see the 8k avatar yourself in game with the avatar ID: avtr_95b5d5fd-0068-4513-89fc-fa1c6b6703f3
I've relogged and uploaded it separately to verify. I also checked the asset bundle log and it is including the 8k texture on upload.
This is a big issue. Someone could easily make an avatar that has 1k textures by default that get swapped to 8k on load. The performance stats would claim the avatar is fine all while it's filling up vram.