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Extreme CPU Usage?
So, when I was first putting models together with the program they were one or two pieces and working fairly alright. I've since been working with my professional artist in order to work on a more complex model though, and with it CPU usage has been as high as 65% for Godot Engine alone (that's Baldur's Gate 3 on max settings numbers).

The model's got about 75 pieces right now, split between 4 outfits, so they're never all (or shouldn't be) rendered simultaneously. And the image is only about 1080p total, with no individual piece being more than double digits of kilobytes, with a few exceptions (maybe five or so that are 150, and even if they were all that big it would be less than 14 megabytes total). This number can spike though and end up crashing the program, or lagging, where it stops receiving microphone input without 1-2 seconds of delay.

Is this just really poor optimisation? Or is the physics engine in the program that intensive? Is there something that can be done, or a setting I'm missing to make things usable for the purpose of streaming? Since this makes it that there's a lot of things that if they're also CPU-intensive just crash or stutter one or both.
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Vampeloth 2 JUL 2024 a las 7:43 
I started having the same issue when I added clipping and multiple layers with physics. Reducing the size of the clipping pieces, and just making it into a separate avatar on it's own solved the issue. There was way less lag when the clipping of layers was removed, but then there would be floating pieces everywhere.
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