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Guests queueing early to skip queue
I run an event that fills up pretty quickly once we announce that guest doors are open. We open the the instance as a group instance with instance queue enabled. After we get all of the staff into the world for the event, we announce on discord and in group pings that the instance is now open for guests to join. Guests should be joining and starting up a queue at the announced time. What they can currently do is use the "Show Go Button on Load" setting to preload the world and reserve their spot in the instance. We can't tell what guests are doing this because they don't load into the world, we have no idea who hass connected early. They simply join the world with everyone else once the ping has gone out. You can test this easily with 2 other people. 1) Create a group instance with a queue for a world with 2 max slots. Just the two of us works well. 2) Have the instance owner join first and load into the world. 3) Have the person who will use the "Show Go Button on Load" join the instance, but not press the join world button. At this point, the person inside the instance does not see anyone else in the world. The person in the load screen has reserved their spot in the world. 4) Have a third person attempt to join the instance. They will either be placed in queue, or receive an error related to needing to join a queue but it will not place them in a queue. From the perspective of the person inside the instance, no one has joined. The third person cannot join the instance and MAY be able to queue. The second person that is waiting to join can join freely at any time. I do not know how long this instance slot reservation lasts, but it is causing significant issues with group instances with queues.
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Avatar Performance Dropped Significantly After Update 2026.2.2 (Build 1853)
Since updating to version 2026.2.2 (Build 1853), avatar performance has decreased significantly for avatars that use a large number of outfit toggles. Before the update, one of my avatars consistently achieved around 60 FPS in Desktop mode. After the update, performance dropped to approximately 35–40 FPS. The performance impact is even more severe in VR. The avatar in question contains 108 Skinned Mesh Renderers and approximately 920,000 polygons in total. However, these outfit parts are only activated when needed. Under normal use, only around 5 Skinned Mesh Renderers are active at any given time, while the rest remain disabled. No changes were made to the avatar between the update and the performance regression. GPU drivers also remained unchanged. The only variable that changed was the VRChat update itself. To investigate the issue, I performed several tests by removing different avatar features. The most significant finding was that performance only returned to normal when inactive Skinned Mesh Renderers were completely deleted from the avatar, even though their GameObjects were already disabled. After removing the inactive renderers, performance immediately returned to around 60 FPS. This suggests that disabled Skinned Mesh Renderers may now be incurring a substantial performance cost, as if they are still being processed despite being inactive. Another important observation is that the performance drop only affects the player currently using the avatar. I tested this with another user. When they equipped the same avatar and I observed them, I experienced no noticeable performance impact. However, the user wearing the avatar immediately experienced the same severe FPS drop. We repeated this test with several other avatars that contain a large number of outfit toggles implemented through Skinned Mesh Renderers and observed similar behavior. Based on these tests, it appears that a change introduced in update 2026.2.2 may have affected how disabled Skinned Mesh Renderers are handled on the local player. The resulting performance degradation is substantial and affects multiple avatars that previously performed as expected. Please investigate any changes related to Skinned Mesh Renderer processing in this update, as this appears to be a significant performance regression.
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