VRChat Avatar Performance Rank Calculator
Enter your avatar stats to see your PC performance rank, what metric is holding you back, and how to fix it. Use the VRAM Estimator to calculate texture memory if you don't know it.
Total polygon count across all meshes.
Compressed GPU texture footprint.
Meshes with a SkinnedMeshRenderer component.
Sum of material slots across all renderers.
Bones in all armatures.
VRCPhysBone components on the avatar.
VRCPhysBoneCollider components.
Animator components on the avatar.
ParticleSystem components.
Light components (real-time).
PC Rank
Excellent
Bottleneck Metric
None
Per-Metric Status & Tips
| Metric | Value | Rank | How to find in Unity |
|---|---|---|---|
| Triangles | 0 | Excellent | Select mesh → Inspect → triangle count in preview |
| Texture Memory (MB) | 0 | Excellent | VRCat SDK Avatar Info panel after build |
| Skinned Mesh Count | 0 | Excellent | Hierarchy: count SkinnedMeshRenderer components |
| Material Slots | 0 | Excellent | Select all renderers → count materials in Inspector |
| Bone Count | 0 | Excellent | Armature hierarchy: count bone transforms |
| PhysBone Components | 0 | Excellent | Search scene for VRCPhysBone component |
| PB Colliders | 0 | Excellent | Search scene for VRCPhysBoneCollider component |
| Animator Count | 0 | Excellent | Hierarchy: count Animator components |
| Particle Systems | 0 | Excellent | Search scene for ParticleSystem component |
| Lights | 0 | Excellent | Search scene for Light component |
Texture Memory Math
VRChat measures texture memory as the compressed GPU footprint (including mipmaps).
1024×1024 RGBA32 = 4 MB uncompressed · +33% for mipmaps = ~5.3 MB
1024×1024 DXT5/BC3 = ~0.67 MB compressed · +33% mipmaps = ~0.89 MB
Compressed DXT1 = 0.5 bpp (6:1 ratio) · DXT5/BC7 = 1 bpp (4:1 ratio)
Tip: Compressing all textures to DXT5 is the single highest-impact optimization for texture memory rank.
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