As noted in the previous doc, when designing a VRM, especially if you plan to mint it with the Mona Marketplace, you will want it to work on as many platforms as possible including Mobile and/or Standalone VRM spaces. For this we are recommending creating your assets for a mobile/VR specification.
If your VRM has a high polygon/material/model count or significant texture size, it will affect how the space will run, especially seeing as there can be up to 100 users in a space at a time! So, make sure to keep within the recommended specifications.
The Maximum specs below will still pass QA, but would not be considered a good avatar for a Mobile/Standalone VR experience (depending on the space and number of VRMs in the space). That said, it should work well enough in a desktop environment.
*Note how the textures differ from Total and Individual. Total means that all your textures add up to the target textures. So instead of having a diffuse, normal, smoothness/Metallic, and emissive texture at 1024x1024, they would actually be 512x512 each to add up to a 1024x1024.
Individual would be 1024x1024 for each texture type. Textures play the largest part in file size and affect how performant a VRM is in a space, which is very important when it comes to Standalone VR and Mobile platforms.