Triangle count limits should be increased to compensate for 'Keep Quads' bugfix
Cheesesteak_
There was an oversight that was recently fixed, wherein the "Keep Quads" option in Unity was causing the SDK to incorrectly report the actual number of triangles.
To keep equal performance representation, the triangle count limits should be roughly doubled, as people have been unwittingly using this setting for a long time without understanding the implications on triangle count, and that's what the current performance rank numbers were considered around.
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Eccentric_
I want to add that the 70k limit was set in 2018, back when VRChat was updated to Unity 2017:
It's approaching a decade since that limit has been set, and the community's hardware has slowly but surely marched forward since.
Not to mention, from my understanding the performance bottleneck tends to be submesh counts and animators, so it would be perfectly understandable if the poly limit was bumped while everything else was left untouched.