White_Runner
Senior Member
Koikatsu its not GPU demanding.For a studio scene with a lot of characters such as this scene, what is the typical bottleneck for framerate? Is it mostly vram demanding, or high cpu demand, something else?
I've also been noticing chara studio has gotten slower overall (as in all scenes run slower, even basic ones) for me after installing the HF Patch including the scene I linked, but that scene was already running slow even before hf patch (difference of like 25 fps to 15 fps).
I've been thinking of upgrading my PC (AMD Ryzen 9 5900, RTX 3080, 64 GB RAM, Win 11) to improve chara studio performance and improve overall speed with HF patch (I also notice the card maker in the main game runs at a lower FPS with HF patch) but I'm not sure what I should be focusing on.
Should I get a GPU with significantly more vram or a just upgrade to an overall more powerful card with about the same amount of VRAM or maybe the CPU is where my bottleneck is?
Koikatsu Its not CPU demanding.
Its even worse.
Koikatsu is "Core 0" demanding.
"...Core 0"?
Your CPU (Central Processing Unit) is made out of different cores inside it.
Why? -> Because its optimal. Having only one faster core doing stuff became inviable because of physical and logical limits.
Therefore, manufacturers started increasing the number of cores inside a CPU.
Why have an overworked person doing stuff when you can have multiple clones of said person doing said stuff in paralel?
The more clones, the more stuff you can do. Thus, multicore cpu´s were born:
In my case the 5700x3d I have as CPU has 8 cores, 16 threads which are like 8 people with 2 hands each doing stuff for me:
Each core is assigned to a task it must complete before starting another task. The more cores the more tasks you can do.
So, whats happening with Koikatsu?
-> The version of Unity (Koikatsu´s engine) running (5.6.2) its not designed to run stuff in parallel nor have good multithread support.
-> All the workload (physics, blendshapes, IK, meshes, accesories moving) is done by only one core.
->As such, even if you have 6 fps, the CPU usage will be at maximum 25%:
CPU: Unused
GPU: Not essential, but helps.
A 3070ti would be enought I guess?
Why?
-> Real multithread support was enabled for Unity from 2020 onwards, Koikatsu launched on 2017, its development started way earlier:
Thus, Koikatsu its not optimized. What does it mean?
->Koikatsu will never use all the processing power of your CPU. It will allways assign all of the workload to 1 core even if you have 4,6,16, 64 cores.
Thus, even if you have a supercomputer, Koikatsu will be tied to the max speed of core 0 and maybe core 1 and 2.
->GPU is not the bottleneck, so the resources allocated to the GPU are free, which means:
You can use Lossless scaling (6x) frame generation or enable nvidia´s Smooth motion frame (2x) to do frame generation for you
Yes, they increase latency, but who needs fast reactions on a porn game?
You can have programs like ReShade which inject effects and use only your graphics card to enable extra effects withouth a big penalty:
What can we do then?
The chance of Koikatsu 2 (with all the optimization, raytracing, dlss,whatever) releasing is really slim.
After all, Illusion closed on 2023 and Illgames is not its official successor.
Thus the only way is to optimize the scene.
How?
Well, the biggest culprit of low fps on scenes is actually... the accessories you have on each character.
Why? Because they move. And there is only one thread calculating how each accesory moves.
Therefore, it lags like hell.
Solution:
-Disable gravity on accesories and clothes.
-Work with characters with less clothes or less accesories.
-Check how much fps maps take from you. Some maps are fps hogs.
-Use the video capture mod to create videos (It renders the image frame by frame and then glues all of them together lmao) which takes a while but works.
-Learn about Graphic settings.
---
Life and death are decreted by fate. Prosperity is up to heaven...
Im going to be honest with you, if Koikatsu launched on 2026 it would have probably been done on Unreal Engine 5.
It wouldve come out with lumen, raytracing, DLSS, and need 64 gbs of RAM and multi frame gen to run... and so it would suffer of success.
Because nobody would be able to launch it.
So... maybe the current state of the game is a blessing on disguice.