VRC Third-Party Marketplace Avatar Performance Analysis

v1.0.1.12.25 - 12/21/2025

Introduction

    The idea behind this project is to get an overview of different metrics around VRChat avatars sold on third-party marketplaces. Specifically, it focuses on how poor “very poor” actually is, since it is an “open” category. This evaluation currently involves data from 1308 avatars made by 827 creators, having a total market value of $37,045.85. Since not every parameter could be found in every shop listing, the sample numbers per evaluated category can vary and are labeled accordingly. Data from the VRChat avatar marketplace is not used. This report focuses only on third-party marketplaces.

Notes and Precautions

    Notice, that the performance of an avatar cannot be determined by just a few values. It is more about how things sum up in the end. Rendering realtime graphics is a complicated process with many different factors influencing performance. Therefore VRChats own performance ranks are an estimate. They can provide a rough picture of how things perform. Also the actual in-game performance can differ from the performance estimation VRC shows to you, depending on how the avatar is set up in terms of e.g. toggles. In the end it really comes down to one question: "Optimized or not?". This generally counts for every asset in every game to be honest. There are many tricks on how an avatar can be optimized without losing (much) customizability or visual fidellity. But it depends on how willing a creator is to put this extra effort in their work. Especially, when the result would look the same (ideally). More on that in ”Summary and personal optinion”.

How data was acquired

    The main sources are Jinxxy, Gumroad, and Payhip. In addition, numerous websites of various creators were included, but they represent only a fraction. Data was acquired by going through individual shop pages and extracting relevant information. This process was assisted by simple regex-based search tools, each tuned to one specific webshop. Avatars were picked randomly — with no preference for specific creators or avatar styles. Shop listings that showed performance stats only in a video or GIF were considered “without stats”; only static pictures or written text was evaluated. However, the total number of listings affected by this rule is not significant. For a listing to be counted in the “with stats” segment, it must display the following: triangle count, material-slot count, number of skinned meshes, and texture memory. These four are the minimum requirements. The number of listings affected (not counted) by this rule is about 8.59%. Usually, the stats of the worst-performing version of a listing are used for this evaluation, except in the case of SPS or dancer versions (unless no other version is available). Medium or Good categorized stats are not considered, unless they are the “worst” version available. Medium/Good performing versions are counted as "optimized versions" and evaluated in their own category. All prices are presented in USD. Listings in other currencies were converted to USD using the official exchange rate at the time the data was collected. Only a small number of listings use other currencies.

Disclaimer

  • This evaluation is based solely on factual and technical data. No images, screenshots, or other copyrighted works were used.
  • The results are presented as aggregated statistics, with no individual avatars or creators identifiable.
  • The results of this evaluation are publicly available and are not used for any commercial purposes.
  • Despite our best efforts, errors may occur. Any discovered errors are promptly corrected.
  • The data was collected from information provided in individual listings and may therefore contain inaccuracies originating from the sellers.
  • Please note that the results of this evaluation do not reflect in-game experiences in VRChat. A wider range of avatars exists in-game, many of which may perform significantly better than those evaluated here. We do not know the proportion of VRChat Marketplace avatars compared to OC avatars or avatars from third-party marketplaces. This evaluation only shows average values for third-party marketplace avatars.
  • Some categories have outlayers very far away. Those boxplots have been limited to maintain readability.
  • All model, compression and price parameters are near-normal distribution with minimal left skew.
  • The summaries only show the results of this dataset. The 95% confidence intervals are shown in brackets. More on confidence intervals can be found in Confidence Intervals Explained By Saul McLeod, PhD
  • It is recommended to read the summary sections since they contain important details.

Information regarding boxplots

Summary and personal opinion - December 2025

    Long story short: Most creators do not really try to optimize anything. The performance data suggests that, in most cases, the main versions are not optimized, and additional optimized variants are rarely provided. I am aware of the fact that this market is mainly dominated by hobbyists and non/semi-professionals, but the point still stands. Nobody expects everything to be perfectly optimized — but at least some effort could be made to improve things. I've read through shop pages stating things like: "Yeh, this avi is poorly optimized so don't use it in public lobbies" or "I tried to reduce texture memory but I don't know how. You can do it yourself" — and many more like this. Also some more curious things like: "BC you degenerates kept asking, this avi now has SPS. Go and enjoy it, perverts." But, I digress.
    Given that most listings don't even show any performance stats, combined with the many pre-rendered images that do not represent how the avatar will actually look, I personally see this as bad practice and potentially misleading since customers do not exactly know what they are buying.
    Another point that came across my mind is a bit of a paradox — you have a lot of choice while at the same time you don't. There are basically four or five subcategories most avatars can be put into regarding their style (not referring to the "categories" in this evaluation). There are so many that look alike or even almost identical. Also, the lack of "normal"-looking male avatars is limiting choice. And don't get me started on the oversexualized part of the story. It really seems that creativity starts to be washed out by money. Bending your work towards what most people are buying reduces uniqueness in favor of profit. Many are starting to follow that path and are getting less and less indistinguishable from each other.

    Some quotes I picked up so far working on this project:
    "Why should I optimize an avatar when the optimized avatar is supposed to look the same as the original but with fewer features? I could use this time to work on the next one."
    "Why should I not make all my avis 90% naked if this is what people want?"
    "People don't care about performance, so why should I (as creator)?"

    Regardless, there are creators out there, who pay attention on performance and optimize their creations or provide additional optimized versions. And those avatars are performing much better in game while still offering a lot. The issue is that only a small amount of creators actually does this. For a customer browsing the store this difference is often not visible on first sight. Im my opinion there should be a larger push in the direction, that optimization is a part of the process, not just an extra step only the daring take. But if asked how to make this push... I do not know. During this year (2025) I saw an increasing number of people taking about this issue and many also sharing ideas on how to improove. However, for most people this topic is still not relevant even if it influences their in game experience. Maybe projects like this can make more people aware of this situation and help spreading the word.

    Another thing I noticed:
    There is a slowly increasing number of creators releasing unfinished work in terms of missing versions, showcases or other content that is announced to be added soon. I've checked several listings that promised missing content by a specific date. For example it was stated that, an opti version would be released in mid-October '25. When I checked again at the beginning of December '25, the opti version still wasn't there, even though the promise remained in the product description. This wasn't the only case where creators failed to deliver promised content on time — or at all. Some simply move on to new projects without finishing the old ones. That's something worth keeping in mind when deciding whether to purchase an avatar. And my personal tip: “Don't buy products that look unfinished or openly admit to being unfinished. Chances are high they'll never be completed.”

The (VRChat) Avatar Marketplace

    In general, I think VRChat's own marketplace is a good idea. It certainly has its flaws (to me, the implementation feels rushed and not very well thought out), but when it comes to forcing creators to optimize, it results in a much better average avatar performance. Do I think enforcing optimization is good? Absolutely not. Do I think enforcing it is necessary? No — at least, it shouldn't be. In my opinion, polishing and optimization should be demanded by players (customers) in the beginning. As long as it takes for those practices to become standart. In the VRChat marketplace, the performance rank is displayed next to the avatar in a way that uploaders cannot influence it (except by actually optimizing the avatar itself). Over the last few months, voices have grown louder demanding similar features for third-party marketplaces, especially for Jinxxy. I am strongly in favor of that. Options like “filter by performance” or “sort by performance rank” could be added. Spotlighting things like “Best-selling optimized avatars of the week” could also help push creators toward polishing their work. I do understand that avatars with more features tend to sell better, as they appeal to a wider audience. However, there are limits. At a certain point, splitting an avatar into two versions or making it modular should be considered. The latter, in particular, can help a lot by allowing unwanted features to be removed before uploading. However, this does require a bit more effort from the customer in Unity. There are pros and cons to all of these ideas. The important part is to have them — and to try them — to see what actually works.

One word about Kitbashing

    Kitbashing (aka the assembly of an avatar using assets made by other creators) is often seen as bad practice. But in reality, it reallly depends on how things are set up. Kitbashing can be a bad practice, if the parts are not integrated in the project properly. Just smashing stuff together without optimizing will lead to an avatar performing extremely poor without any to the cutomer apparent reason. But if things are done right, assets are properly integrated, unnecessary geometry is removed, materials a merged, textueres are combined or downscaled, etc. Put simply: things are optimized. Kitbashing in this context is actually not a bad thing. Creators can acchive results that they otherwise wouldn't be able to because not everybody can model for example a humanoid body from scratch. That is what such assets are here for. And if time progresses a creator's skills usually get better. And maybe at some point they will start digging deeper into the matter comming up with 100% form scatch models - which in my optinion is a good goal to work towards as an avatar creator.
    The following chapters show the results of this evaluation. They are grouped in sections and (mostly) have summary foldouts explaining details and mentioning some methodical errors and assumptions.

Sales Price

Ø $28.78

(+/- $0.68)

In most cases price tags of $70 or higher include 2 different avatars (usually avatar couple bundles).

Samples: 1287 Min: $0.00 Q1: $20 Median: $30 Q3: $35 Max: $80.00

Avatar Gender / Category / NSFW ratio

Summary

81.8% of all evaluated avatars are female. If you are looking for male avatars, you are quite limited by choice. Only 14.0% of all evaluated avatars are male. Femboy avatars have their own category since this is not exactly the type of avatar a straight male usually picks. And I did not want to put them into the female category either, since they are technically not female (love me or hate me for that decision). Together with unisex avatars and those that could not be identified, they make up 4.2%.

Looking at the distribution across different categories, soft realism and anime make up the majority of 88.2%. Soft realism describes an anime-like appearance but with more realistic proportions and facial features. Look up images of "Soft realism anime" and you will see what I mean. It has its own category since it is different enough to be seperated. "Other" covers everything else. This includes monsters, objects, robots, etc. They make up such a small percentage (1.3%) that splitting up this category further does not make sense. Furries make up 10.5% of all evaluated avatars. Note that many listings for furry-type avatars are only textures or clothing sets for bases. Only complete avatars are counted here.

Regarding the NSFW ratio - oversexualization, explicit content and nudity are very present across all types of avatars. Be aware that NSFW involves all categories of NSFW-content (not just the sexually explicit). However, this type of content makes up such a large part of all NSFW categories, that everything else (like gore) becomes not statistically significant. Also, if the body mesh is not cut or obfuscated, this counts as NSFW even though "functionality" is not implemented. Regardless, in most cases "functionality" is also included.
Counting only avatars with "special functionality" or, more specifically, only those including SPS/TPS/DPS (or whatever) — the NSFW value would be approximately 4% to 5% lower.
Also, listings that do not provide any information about the (N)SFW status are considered SFW.
This assumption was made because NSFW content is usually treated as a feature and therefore listed in the product description. However, this assumption may cause the actual NSFW ratio to be underestimated. On the other hand, considering only samples where the NSFW status is explicitly declared in the description would result in a ratio of 90+% NSFW, which is also unrealistic. Therefore, this chart should be interpreted with caution.

Gender

Category / Species

NSFW

Average Compression Factor

Summary

At average, an avatar is compressed down to 25.47% of its unpacked size. This means that an avatar with 20 MB download size unpacks to about 75.60 MB on average. I am not sure which type of memory (RAM / VRAM) or how the split is, so I am going to refer to this as memory. If you know better, feel free to reach out.
According to MuffinTastic the answer to that is more complex. A detailed explanation is outside the scope of this evaluation.
A quick example leaning towards Thry's avatar evaluator to give a rough picture of how memory consuming avatars can be:
40 loaded and unpacked avatars with an average download size of about 57.25 MB would unpack to about 8,656.20 MB. Assuming that the majority will be stored in VRAM, this can fill up quite a large chunk of the available memory, if you use a card with 8GB VRAM.
25% of all evaluated avatars unpack to a size between 307.24 and 525.29 MB.

Average Compression Factor

Ø 3.78

(+/- 0.20)

Average Download Size

Ø 57.25MB

(+/- 3.87 MB)

Samples: 195 Min: 1.69MB Max: 142.13MB
Q1: 37.22 Median: 51.94 Q3: 73.71

Average Uncompressed Size

Ø 224.74MB

(+/- 16.71 MB)

Samples: 189 Min: 15.00MB Max: 525.29MB
Q1: 130.24 Median: 200 Q3: 307.24

Versions

Summary

On average there are 0.18 optimized versions available in one listing. Meaning, the chance that you get at least one optimized version with a random purchase is 16.36%. Or in other words, only every 7th listing contains an optimized version, either as main or as additional avatar. Poor rank is not counted as optimized (trying to sell a poor rank as optimized did not occur once in the entire evaluation so far). The listing with the highest amount of optimized versions contained 5 additional avatars, all ranked either Good or Medium. Given the fact that many avatars offer various different style presets, only providing a single optimized (Good or Medium) version (if at all) offers only a very limited choice to customers. This version is likely not being used by many as the result.

For Android 41.21% of all listings provide at least one compatible version. The maximum number of Android compatible versions provided in a single listing is 4. There is a difference however, between an Android compatible and a real Android version. For a version to count as real Android version in this evaluation it needs to be poor rank or better on Android. The amount of real Android versions amongst those claimed to be one is estimated around a staggering 1.11% (6 out of 542). Some creators are at least honest about it and explain that “this version is not meant to exist”. They are just compiled to “run” on Android hardware. An “Android version” that is ranked as “very poor” even compared against PC limits simply does not qualify as a real Android version. Android and IOS in most cases are not the targeted platforms. This chart has to be taken with a grain of salt though, because every listing not providing stats for the included Android version is considered as "not a real Android version". This is based on almost no Android version (those where data is provided) being actually made for Android. The majority of those versions is beyond the Android limits and in most cases even above PC limits.

IOS compatible avatars currently do not seem to exist on third party marketplaces. Given the very strict limits those devices have, it is unlikely to see IOS compatible versions to be released in a significant amount anytime soon. Therefore, no evaluation on IOS compatible avatars could be made so far.

Optimized Versions

Android Compatible Versions

Real Android Versions

Model Parameters

Summary

This section focuses on individual performance values. Many average values in this section are above their limits — which is to be expected in an evaluation focusing on worst cases. A more relevant number is the "times above limit", since it describes how far away the average numbers are from the defined limits. Personally, I would consider being in the range of 1–2 times the limit (for the full version) as "not too bad". Sure, the avatar will be ranked as very poor, but the actual performance might be acceptable for what it is.
However, an average factor of 5.63 times the limit of 70000 triangles, for example, causes a lot of other problems down the line.
In this section, the boxplots also reveal an interesting metric, which was extracted from the data, namely the percentage of avatars actually staying within the limits of each category.

All in all, it really comes down to a few categories that significantly exceed the limits. Keep in mind that this evaluation does not include every available metric. There simply isn't enough data available for things like "Basic meshes", "Rigid bodies" or "Trail renderers", etc., to draw any meaningful conclusions. Based on listings that do provide these rarer values, it can be estimated that most of these features are rarely used anyway — so the relevance of these categories can be debated.
The red line in each boxplot shows where the VRChat limit for this category is. This limit is defined by the maximum value before the avatar would be ranked very poor in that category.

Material Slots


Ø 53

(+/- 2.43)

Samples: 467 Min: 0 Max: 168
Q1: 35 Median: 50 Q3: 68

Skinned Meshes


Ø 28

(+/- 1.33)

Samples: 468 Min: 1 Max: 97
Q1: 18 Median: 27 Q3: 36

Triangles


Ø 394,318

(+/- 19,817)

Samples: 477 Min: 18 Max: 1,747,973
Q1: 258937 Median: 352858 Q3: 479118

Texture Memory


Ø 179 MB

(+/- 8.83 MB)

Samples: 413 Min: 13 Max: 713
Q1: 113.8 Median: 157.6 Q3: 224.7

PhysBone Components


Ø 42

(+/- 3.55)

Samples: 427 Min: 1 Max: 240
Q1: 18 Median: 30 Q3: 54

PhysBone Transforms


Ø 346

(+/- 21.53)

Samples: 431 Min: 12 Max: 1,615
Q1: 188 Median: 290 Q3: 448

PhysBone Collision Check


Ø 1,198

(+/- 178.57)

Samples: 302 Min: 0 Max: 11,691
Q1: 258 Median: 585 Q3: 1520

PhysBone Colliders


Ø 11

(+/- 0.91)

Samples: 219 Min: 0 Max: 33
Q1: 6 Median: 11 Q3: 15

Particle Systems


Ø 7

(+/- 1.30)

Samples: 169 Min: 0 Max: 53
Q1: 0 Median: 5 Q3: 10

Max Particles


Ø 3,322

(+/- 801.88)

Samples: 184 Min: 0 Max: 38,400
Q1: 10 Median: 1300 Q3: 4000

Poly Particles


Ø 87,361

(+/- 46,004.63)

Samples: 107 Min: 0 Max: 1,536,000
Q1: 0 Median: 0 Q3: 9600

Contacts


Ø 27

(+/- 5.40)

Samples: 132 Min: 0 Max: 130
Q1: 0 Median: 7 Q3: 48

Bones


Ø 406

(+/- 23.02)

Samples: 344 Min: 0 Max: 1,496
Q1: 263 Median: 361 Q3: 496

Lights


Ø 6

(+/- 1.56)

Samples: 172 Min: 0 Max: 28
Q1: 0 Median: 0 Q3: 14

Audio


Ø 15

(+/- 6.21)

Samples: 116 Min: 0 Max: 219
Q1: 2 Median: 12 Q3: 13

Thank you for reading!

Data visualization with Chart.js