Unity/VRChat Performance Benchmarks
This is a writeup on the performance (mostly focused on frame time) of components in Unity and VRChat.
This book is a port of my writeup at https://vrc.school/docs/Other/Benchmarks/
Introduction
The general methodology used to generate this data is to not look at the performance of a single ...
Animator Controllers
Introduction
To put the numbers in this section into perspective, I’d like to mention two points: Every tes...
Baseline: Two state toggle
For our baseline, we are going to look at the simple 2 state toggle. The default toggle we will ...
AnyState & Direct Blend Trees
AnyState AnyState seems to be similar in performance to non-AnyState toggles, no matter the amou...
Miscellaneous
Now for some miscellaneous data which doesn’t directly relate to toggles, but might be useful to ...
Multiple Controllers
Having multiple controllers does NOT scale linearly (that is, having 2 controllers with 100 layer...
Constraints
After animator controllers, I’m very happy to talk about something simple. Constraints behave wei...
VRC Constraints
VRC Constraints are components added by VRChat that will replace Unity Constraints in VRChat. The...
Audio Sources
Try as I might, I can’t seem to make these have any performance impact at all, even in unity wher...
Contact Senders/Receivers
The first thing I want to say is that contacts have a max limit of 4096 per instance. If you have...
Cloth
Cloth components are very heavy and should be used very sparingly. For any reasonable amount of ...
What's Next?
I am planning to continue benchmarking components after this. Some components I have already star...
PhysBones
Physbones are quite well optimized, and within reason can be considered pretty cheap. It seems th...