Comments (1)
This is planned to be fixed in 0.9, the reason for the high CPU usage is due to the prior Inochi2D implementation being very paranoid about the outside app messing up its state, so it has a lot of unneeded state resets built in to keep the internal draw state valid.
For 0.9 I plan to just set up absolute neccesary state at scene start and then assume state won't get messed up by the developer.
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Related Issues (20)
- [Feature Request] When to support camera capture and let Live2D follow the person inside the camera HOT 3
- [Feature Request] Add a toggle for viewport background color change/switch HOT 1
- [Feature Request] Add 'File' menu for opening models HOT 1
- [Feature Request] Add some initial values for first time users in Virtual Space settings
- [BUG] Deleting Virtual Space Zone items causes crash HOT 1
- [BUG] Segfault with empty zone HOT 2
- [Feature Request] Sort out flatpak builds HOT 1
- [Feature Request] Animation Recording
- [BUG] Scene becomes invisible when model is loaded on certain GPUs HOT 1
- [Feature Request] Trigger animations through ratio/expression bindings HOT 1
- [BUG] 200% pixel models are very small and far away HOT 1
- [Feature Request] OSC tracking HOT 10
- [BUG] Incorrect packets over the VMC protocol crash Inochi HOT 10
- [Feature Request] Allow searching for plugins in system paths
- [Feature Request] Background Image Transform and Tracker/Expression Binding
- [BUG] BlendShapes do not track in ratio bindings under specific circumstances. HOT 2
- [BUG] UI does not respect system scaling (makes it unusable on high DPI monitor) HOT 2
- [BUG] Red Artifacting On Textures When Post-Processing is On HOT 2
- [BUG] App crashes when adding extra trackers when there is an active puppet expecing bone deformation data HOT 1
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