Vote on the Size of the Scene
Added 2025-07-05 07:29:58 +0000 UTCMany animations in a single scene.
The advantage is that you don't have to go through the hassle of switching to the next scene. There's no need to wait through another boring loading screen.
Fewer animations in a single scene.
You’ll have to deal with the drawbacks mentioned above, but there is a clear advantage in terms of frame performance. The larger the Timeline gets, the more it causes CPU bottlenecks.
I’ve done my best to optimize things, but I couldn’t find a solution for the frame drops caused specifically by the size of the Timeline. I even looked into its structure and tried exploring external plugins as possible fixes—but without success.
Of course, all of my knowledge about the code comes from ChatGPT, so I’m not an expert by any means. Still, one thing I do understand is that the Timeline plugin seems to be optimized to the highest level possible within its limitations. It really feels like a completed product with no room left for improvement...
Comments
I still remember how much I enjoyed playing SlamT’s Play Room. I was also amazed by the cinematic quality of Ispinox’s scenes—truly impressive work. In fact, I’ve studied many high-quality creators’ scenes for reference... I’ve looked into the number of animations and even checked the keyframes they used. Sadly, from what I’ve found, no creator has been able to overcome the CPU bottleneck caused by large save file sizes. And the main contributor to those file sizes is almost always the Timeline. Even among high-quality scenes, it’s rare to see save files exceed 50MB. And 50MB isn’t exactly small—some scenes with more than 12 animations and added audio clips still tend to stay under 30MB. Unless the keyframes are densely packed, like in unedited motion capture, most scenes remain well below that. The save file I’m currently working on, however, is 99MB. It includes over 380 animation clips—just for a single male-female pair. I’ve tried to reduce unnecessary keyframes and limit the number of morph targets as much as possible, haha… Still, based on my tests, once the save file grows that large, CPU performance can drop by about 20%. Aside from that, I’ve done a lot of optimization. One potential improvement is removing morph plugins like TittyMagic, which gives about a 6% performance boost. But that plugin is too essential to the scene, so I’ve kept it in. That’s why I ran a poll—asking whether people prefer to keep all the animations in a single scene, despite the CPU bottleneck, or split the content into multiple scenes for better framerate. Of course, the downside of splitting is that it requires reloading between scenes.
dmwklam
2025-07-06 08:36:06 +0000 UTCI know it can be difficult getting the framerate to run well for most. However, I think if you keep looking you can improve them I think. Two Devs that come to mind are Ispinox who's scenes look really lifelike and fantastic while also running buttery smooth in VR. Another to an greater degree as far as number of animations and tons of audio etc is SlamT. He usually has at a minimum over a dozen animations, in a single scene with tons of audio and triggers and somehow, the framerate for me in Vr is always steady and runs great. In my mind some Devs are obviously doing something different cause I also see scenes with less animations, and look far worse....and on top the framerate is bad. Maybe it is worth a shot to reach out to one or both and see if they can give you some tips??? Just a suggestion, love your work!!!
Spills
2025-07-06 06:50:07 +0000 UTC