Hamger
The Streaming is suboptimal almost non existent in this Unity Core Version VAM uses as it's base (2017) the threads are stucking at load (the texture transcoder gets bottlenecked as well), not well managed gonna change hopefully with the move to the newer Unity 2019 Core (VAM 2.0 is going to try to distribute the Workload over the threads more efficient and not endup in as much deadlock situations, especially by pushing more Physics Load to the GPU instead of the most amount to the CPU currently).
There are also often a lot of Load Errors missing to load the right textures the more you pressure it the more unstable it becomes, stability wise it is not really up to the task yet, you need to learn to avoid all it's core stability problems currently.
300 FPS is the max FPS Limit for the Rendering Chain else your Graphics Card PCB could start to sound a bit strange (high pitch noise) under the Extreme Load and Dynamic changes the components are under and the overall Engineering quality
But you only gonna reach that 300 FPS with a absolute low complex scene black screen or rendering only without heavy CPU load like 1 char without any body physics and minimum pixel lights (see the start menu scene).
Your Powerful PC is currently not perfect efficiently used with VAM there is still a long way to that state, but VAMs concurrent load Scenario is Gigantic no other Game really tries that all in 1 Frame what VAM does, it is very unique VAM is like a Synthetic Benchmark but with a Real use case.
Unity in its older Core Version comes to it's end with the Complexity VAM puts on it's Core in terms of a complex concurrent Realtime Simulation per Frame that needs to survive in VR Multiview Rendering as well.
And as VAMs Scene complexity rises the problems become more visible especially for Creators, who have to fight with all these problems and handling them.
A new PC is currently under performing of what could be possible with it, with a complex enough scene you gonna endup where everyone else is at with a lower PC Spec then yours on the CPU side, currently the Core count has lower value then the Clock speed for VAM as well but this is a generic problem of how to design Realtime Engines at their Cores for Multithreading and many core architectures efficiently in General.
For me Personally VAM is no Game i don't see it as a Game more like a crazy experiment and i can not understand when people talk about it as being a Game it's a very complex VR Sandbox which main intention is to simulate Humanoids,Cloth,Hair and that at best all at the same time (You and Me)
And nothing is more complex in that case then the Motion/Emotion of Sex and Dance for building a Artificial Human Realtime Simulator
Testing my work in others Creator Space, something unique to VAM as well working with so many different ideas and minds on solutions and iterating with others not only in your own space and that at a speed nowhere else possible is just amazing
And of course the technical challenges compared to most Games with way different Goals in still the overall complexity distribution per Frame.
A.I starts to fail to see the difference between a Photo