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[INFORMATION](4/25/2024)
Cubism Editor 5.1 alpha3 is now available!

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Options

5.0 beta UI Upscale causes sever fps drop from high res monitors in physics window

Something that I have run into with multiple monitors at different resolutions is that with the ui upscaling the preview in the physics window drops frames a noticeable amount.

In my case, I have a widescreen (5120x2160), a 4k monitor, and a spare 1440p monitor. Across all of them, the frame drop becomes progressively worse to the point where single frames are seen.

Currently what I have found is that the only solution is to turn off the upscaling however the whole point of the ui upscaling is so that you can see/read what you are doing in the software and without it it is harder to navigate through to the program.

In the videos attached, the first half is with the ui scaling and the last without. For heavier model files it becomes extremely apparent.

https://drive.google.com/file/d/1--YK-Ch8GDWSnDYEykwCWKAgHPPhECT4/view?usp=sharing

https://drive.google.com/file/d/1-9xq1ncwe4Bo4iW6Keaq_4crBjKZe0Nb/view?usp=sharing

Comments

  • Options
    I am having the same issue. I use a 1440p monitor and with UI scaling enabled, my FPS drops significantly. Example here. The beginning of the video is using 4.2, where as the second half of the video is using 5.0 beta.
  • Options
    wanted to add my spec to potentially help isolate or simulate the issue

    specs:
    - Live2D Cubism 5.0 beta1
    - OS: Windows 11
    - GPU: RTX 4080
    - CPU: Ryzen 9 5900X
    - Memory: 64GB
  • Options
    Update:

    Still experiencing severe lag after running live2d from "CubismEditor5_nod3d.bat"

    It does not seem to fix the issue
  • Options
    @indigo_cho
    @cillia

    Thank you for always using our products.

    Thank you for reporting the problem.
    We will investigate further.
    Please disable scaling for the time being.

    Best regards.
  • Options
    @indigo_cho
    @cillia

    Thank you for always using our products.
    Thank you for reporting the problem.

    - Please let me know the model number of the monitor you are using and the resolution and magnification settings.
    (e.g., one laptop monitor 120% & one monitor 3840x2160 100% )
    - Please try to see if the problem occurs even in an environment with only one monitor.
    - Does the problem still occur when the resolution is set to FHD?
    - Drag the width of the parameter display area in the physics window to narrow it so that it cannot be seen at all. Please try to see if the problem occurs even in that state.


    - Update your graphics driver to the latest version.
    - GPU information is displayed in the log when Cubism Editor is started. Please check if the information of your graphic board is displayed without problems.


    Best regards.
  • Options
    My main monitor is a LG UltraGear FHD 27GN800-B. I have the magnification set to 125% (HDR setting is also off). I have another monitor to the right, that is 1080p 100% magnification, and a monitor to my left that is set to vertical orientation, 1080p at 100% magnification.

    I tried setting my main monitor to 1080p, and 100% scaling, but there still are frame drops. I think maybe just slightly better. (still worse in comparison to 4.2)
    https://drive.google.com/file/d/10IwqZDE5acOKLG7JstIxlfPDWOadL0OW/view?usp=sharing

    Here is testing of the physics parameter display at 1440p 125% magnification. The showing of the parameters does seem to greatly affect performance. However, even with the parameters hidden, the frame rate is still lower than when running Live2D version 4.2.
    https://drive.google.com/file/d/1P-TDjxvsGcNQ-62xyQuAubXcfifICzkm/view?usp=sharing

    Graphic drivers are fully updated, and the log is showing the information correctly.


    I have not yet tried it with just 1 monitor on. I will see if I can test that later today.

    At the least, it is clear that the visual processing of the parameters is one aspect of the slowdown. (But not the only cause)
  • Options
    edited August 2023
    During this test, only my main monitor is hooked up to my pc for the 5.0 recording. The monitor that I use is an LG 40WP95C-W. The logs showed the correct information and my drivers are up to date.


    With my monitor I cannot set things to FHD since it is not an option that is available within the display settings. Any options within FHD range will crop the display leaving black bars along the sides.

    Here is my test for 5.0, 5120 x 2160p, 150% magnification.
    https://drive.google.com/file/d/1-A0hYnoNvFvWya7CLgncf3WDhYSNbkav/view?usp=sharing

    Here is what Live2D runs like on 4.2. During this test I had my normal setup up of two monitors, the main monitor listed above and an alt monitor to my right set to vertical orientation at 2160x3840p
    https://drive.google.com/file/d/1-DkGb_ouxw-Blwa5TXj6hMbIdExUdH3r/view?usp=sharing
  • Options
    @cillia
    @indigo_cho

    We apologize for the inconvenience.
    There was a report that this bug was improved in version beta2 released yesterday.
    Please try beta2.

    Best regards.
  • Options

    @cillia
    @indigo_cho

    We apologize for the inconvenience.
    There was a report that this bug was improved in version beta2 released yesterday.
    Please try beta2.

    Best regards.

    I also want to chime in that 5.0 Editor has worse performance in High DPI monitors.
    If I changed my resolution to 1080p, the average FPS I get is 20 ~ 30 FPS for a moderately big project.

    But if I use the native 4K resolution, the average FPS is cut by half, only ~10 FPS average.

    There's something wrong with the Hi-DPI mode here. I never had this sluggish performance in 4.2 version. And yes I tried to update beta2, while there's an improvement compared to D3D mode but in general it still runs worse than 4.2.

    My log:
    [INFO ] ======================================================================
    [INFO ] ======================================================================
    [INFO ]
    [INFO ] Live2D Cubism Editor ver5.0.00 beta2 [ 500000004 / 2023/08/28]
    [INFO ]
    [INFO ] ======================================================================
    [INFO ] ======================================================================
    [INFO ] Tue Aug 29 14:21:33 ICT 2023
    [INFO ] BASE : jar:file:/C:/Program%20Files/Live2D%20Cubism%205.0%20beta/app/lib/Live2D_Cubism.jar!/res/ @IRes_Design
    [ERROR] INFO: jpen-2-3-64 couldn't be loaded
    [ERROR] INFO: no suitable JNI library found
    [INFO ] java2d graphics pipeline[ sun.java2d.opengl = NotSet ]
    [INFO ] java2d graphics pipeline[ sun.java2d.d3d = false ]
    [INFO ] java2d graphics pipeline[ sun.java2d.noddraw = NotSet ]
    [INFO ] java2d graphics pipeline[ sun.java2d.metal = NotSet ]
    [INFO ] application ui scale : 100.00%
    @CubismAppBackupManager
    [INFO ] ---------- OpenGL Environment ----------
    [INFO ] Version : 4.6.0 NVIDIA 536.40
    [INFO ] Vendor : NVIDIA Corporation
    [INFO ] Renderer : NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2
    [INFO ] Extensions : GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp 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GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
    [INFO ] ----------------------------------------
    [INFO ] calc screen size @UtGui : 0.042 msec
    @CubismAppBackupManager
    [INFO ] check update @AppCtrl_System : 501.943 msec
    [INFO ] reset
    [INFO ] reset
  • Options
    Update from my recent finding,

    I found setting override for OS to handle the application scaling may have improved the Editor performance for me.
    It's the setting that I always turned on prior 5.0 to make Live2D Editor scale appropriately on Hi-DPI mode. It's on the application Compatibility properties tab



    I've noticed quite an improvement where the Editor doesn't feel as sluggish as before.

    I'll be using Niziiro Mao model as an example. For the test I'll just spin the Angle XY parameters around.

    This is the average stats with the override OFF.


    And this one with override ON.


    I hope this finding will be helpful.
  • Options
    @everyone

    We apologize for any inconvenience caused.
    We have released version 5.0.00, how is its performance?
    I would appreciate any feedback on whether it has improved or if there has been no change at all.
    Best regards.
  • Options
    Thank you for the updates.
    At this point, I actually can't tell if the UI scaling itself is causing slowdowns after the update, it honestly just seems to be just 5.0 itself.

    https://drive.google.com/file/d/1Q-whFsowqYIRjPDjz2hKCeXcOaXlHVgz/view?usp=sharing

    This is a video comparison. First is the model in 4.2, second is the model in 5.0 with UI scaling enabled. Third is 5.0 with UI scaling disabled.

    Here is another recording, running 5.0 using the d3d.bat file. First is with UI scaling off, second is with UI scaling on.

    https://drive.google.com/file/d/13QqqgNZ0aXE5nrPdttIL0_X24naPl4FA/view?usp=sharing
  • Options
    @cillia

    thank you for your reply.
    I am relieved that it seems to have improved significantly.

    I think it can be further improved by hiding the parameter palette in the physics settings, so if you find it a little slow in the future, please try it.

    If you notice a significant performance deterioration, please report back.
    Thank you!
  • Options
    Apologies if my post was maybe unclear, I think maybe it was interpreted a little incorrectly. Or maybe I should move my discussion to this thread.

    The frame drops in 5.0 are still quite noticeable, to the extent where I am currently continuing to use 4.2, as it runs smoother. It's I'd say about the same amount of frame drops as Ran had mentioned. (~10+ fps loss) Between 5.0 beta and 5.0 public release, what has improved is the parameter list processing in the physics window. Adjusting the parameter palette now no longer has a large effect on the frame rate of the program compared to before, which is good. However, the frame drops/loss in the program as well as in the physics window are still much worse than 4.2. Unfortunately doing the override as Ran mentioned did not improve performance, and it also results in blurry UI (which is why I didn't use that setting in the past as well)
  • Options

    @everyone

    We apologize for any inconvenience caused.
    We have released version 5.0.00, how is its performance?
    I would appreciate any feedback on whether it has improved or if there has been no change at all.
    Best regards.

    The lag issues seem to be unchanged between the official release and the beta. Even after following steps to potentially improve the performance or using other backdoor methods that might help the frame rate issue, it is still present and sometimes other issues occur, like the output values not being present in the physics window when using other display/boot methods to circumvent the performance issues.
  • Options
    Upon testing the 5.0.03 beta1, it seems that UI scaling is still causing lag.

    However, without UI scaling, the performance has become much more consistent. Before, even after disabling UI scaling, there was still quite a lot of performance lost between 4.2 and 5.0. Now that seems to be better. (though there is still CPU spikes happening in the physics window which did not occur before 5.0)

    I'm hoping there's still something that can be done to fix the UI scaling lag with a future update. It's quite straining on the eyes to have to work with smaller UI and text size than normal.
  • Options
    @cillia

    Thank you for always using our products.

    The cause of this issue is currently unknown.
    We'll do some research, but it's likely to take some time.
    I replied the same thing regarding CPU spikes.
    We apologize for any inconvenience caused.

    Best regards.
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