Thanks for your reply!
I went down quite a rabbit hole trying to solve this — tested patch versions 12 and 13, did extensive research, and set up Process Lasso with optimized rules. To satisfy my own curiosity I ended up building a new system to compare.
Below are the benchmark results for vanilla and patched VAM.
To answer my own question — the new build handles JPXRZ's scene @ 72FPS in VR with soft body physics and high quality physics enabled.
Not sure why my patched version isn't improved anything.
Vanila
View attachment 594052
Patched
View attachment 594053
My Claude's ini
[threads]
computeColliders=16
skinmeshPart=16
applyMorphs=16
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31
[threadsVR]
computeColliders=16
skinmeshPart=16
applyMorphs=16
skinmeshPartMaxPerChar=8
applyMorphMaxPerChar=8
affinity=1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31
[profiler]
enabled=0
My Claude's Boot Config
gfx-enable-gfx-jobs=1
gfx-enable-native-gfx-jobs=1
gfx-disable-mt-rendering=0
gfx-device-type=0
wait-for-native-debugger=0
gc-max-time-slice=3
single-instance=1
job-worker-count=32
vr-enabled=1
[profiler]
enabled=0