#VTS doesn't use available resources to keep framerate

7 messages · Page 1 of 1 (latest)

pale anvil
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Hello! When doing collabs using the vnet DLC i've noticed VTS does not keep a stable 60 frames even if there is plenty of free GPU/CPU/RAM to use. I want to know if this is an engine limitation of VTS, and theres nothing I can really do about it.

Things i've done:

  • Set VTS to high CPU priority by default using registry editor, so it boots in high prio every time
  • Set GPU priority in VTS itself
  • Lowered texture resolution to 2048 x 2048 in VTS
  • Set fps to 60 in VTS
  • Set VTS to boot in admin mode

I understand models can be complex, so it might be an engine limitation that it can't keep up even if plenty of resources are free (I see this in real time using HWiNFO). Happens in low-graphics-intensive games too

versed owl
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Try running vts as admin cos windows is stupid and sometimes stops things using free resources when it's not in admin. wiccyvShrug

pale anvil
versed owl
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To help with people trying to help can you post a video showing what's happening and maybe post the current log it's happening in

#

!logs

lethal spireBOT
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Akari
How do I find my VTS logs?

Please navigate to the local files of VTS. This can be done in Steam by clicking on the ⚙️ gear icon then Manage > Browse Local Files (see image below)

If you are on Windows, please navigate to
VTube Studio_Data\StreamingAssets\Logs

If you are on Mac, please navigate to
VTubeStudio.app\Contents\Resources\Data\StreamingAssets\Logs

...and then find the most relevant log (probably the newest one).

pale anvil