45fps in VR? Dang that's low

But "ok tier" if you have lower specs.
assets can also take fps?
As
@chakchak said, yes, pretty much anything.
I wouldn't worry much about collisions or particles, generally you gotta have a really shitty asset or very badly made particles to suffer from it.
Shadow casters on the other hand, are quite intense. Someone releasing a very high poly enviro will most likely have a big impact on the framerate if you use realtime lights to draw shadows.
But if you prefer a TL;DR: ANY resource found on the hub can kill your framerate. VAM is at a level today, where you're pretty much talking about gamedev. And gamedev is complex, and not everyone (not to say, pretty much only a thin margin of assets creators) now what to do or not. So the best approach is to test the assets, check how your scene runs, and not use things that have a massive strain on your fps.
For instance, on my gear I run a two person scene with a controlled light, soft bodies enabled, animated... at 180fps. I know i'm on the high end spectrum of performances, but if I'd put an enviro eating 50fps saying "I'm ok I'm still at 130", I would not be accounting for people running at 80fps which, if we'd assume it's the same impact, would drop down to 30.
So just be careful, and everything will be fine
