Copy of my comment from this post and some rewrite to make it more put together, since I didn't want the idea buried https://feedback.vrchat.com/feature-requests/p/update-to-the-number-of-triangles-in-the-performance-ranks
Excuse the formatting issues, I'm not able to solve them
I'm going to suggest something I heard from someone else but don't see suggested here in the related cannys
Why not add a poly count limit between static and skinned meshes while upping the total
Static meshes are less demanding than skinned mesh. Though worth benchmarking just how much more less demanding they are to create logical max poly counts
I'm just giving a quick example below off the top of my head with my own experience optimizing avis and haven't ran any benchmarks.
So my idea is something like this, doesnt have to be these values at all though
-Good rank
175k max
Max basic mesh poly count: 95k
Max skinned mesh poly count: 80k
-Medium rank
200k max
Max Basic mesh poly count: 110k
Mac Skinned mesh poly count: 90k
-Poor rank
250k max
Max basic mesh poly count: 150k
Max skinned mesh poly count: 100k
The reason I suggest skinned meshes max poly count is slightly higher and goes up a certain amount each rank is so most avatars that have very poor because of its poly count only, but shouldnt, goes a rank or 2 down, but also give us a bit more polys to work with on an already optimized skinned mesh and more stuff to add on a basic meshes without breaking the rating and without giving ourselves headaches. All while being within reasonable limits for the static and skinned poly counts, I could be overestimating or underestimating.
This is just an idea I wanted out there and possibly expanded on by people more knowledgeable than me.
Personally I feel this would also push makers to learn how to manage meshes properly, and no longer punish makers who do actually optimize their work with a "Very poor" rating when the avatar is way more optimized than 90% of very poor avatars.