Show polygon count ingame
complete
Dan Sanoria
Giving a box to tick inside the setting menu to be switched on or off to show each players polygon count that refreshes in real time or each time they change avatar sounds like a nice implementation.
eg. above/below the name tag
As this would allow users to be able to select a certain users and not show their avatars to get a more versatility when it comes to filtering performance gain. And this would also allow users to identify who is using a modified SDK to upload more than the limit polygons.
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Verser
And as predicted there are now witch hunts.
Aev
complete
Avatar polycount (as well as many other stats) can be seen from the Avatar Stats window available in VRChat 2018.4.4!
Jon~
As the other 2 comments said, polys don't necessarily impact performance greatly, it'd be more useful if the button showed overall draw calls of everyone which would be a better measure of how much performance their avatar is taking. Just having it as a poly count would cause unnecessary witch hunts that wouldn't solve the performance problem. (In short: A draw call/dyn bone count would be more beneficial, polys don't greatly impact performance)
Verser
As scionzenos said, polygons are not the cause of preformance loss. Un optimized shaders, excessive use of dynamic bones, having more bones then you actually need, not joining your meshes, having to many separate texture files i.e. not atlasing all are more detrimental to your games preformance then poly count. In my world I have a pillow that has 750,000 polys and I get no preformance drop looking at it. I know one player with an avatar that's almost 2 million polys but since he optimized everything else on the model I see at most 5-10 fps drop when he does a dance emote. All I see adding a poly count display doing is give people a reason to go on witch hunts. Personally I think the poly limit is to low and should be raised up to about 65k which is where just below visemes start having issues.
Scionzenos
Only issue is that polygons don't effect performance as much as dynamic bones or number of meshes. I think your idea would be better if it focused on the more performance heavy things people use instead of witch hunting people who changed a value in the SDK.