Ever since the performance ranks were introduced, "dynamic bone collision checks" have been counted wrongly.

Dynamic bone does not actually calculate collisions for the root bone (the first bone in the chain). The root bone does not do a collision check at all. VRChat still counts it, however. This means all "collision checks" stats are off by one (per component). While this is already bad for the performance ranks themselves, it becomes a problem when dynamic bones are being automatically disabled over it.

Please correct this off-by-one issue ASAP.