Over in the forums, there have been some discussions about performance issues, particularly why things sometimes run slowly with relatively simple sets, no mods, few characters, etc. Julian posted this detailed reply, which we figured was worth reposting in its entirety.
As you may know, it's my job to keep tabs on Moviestorm performance. My tests this week have been on what we call "retakes" - this is the process by which we turn the commands that you give our objects into actual chains of animations, and it is quite a time-consuming process. For example, consider a walk - it consists of many different snippets of animations stitched together in as seamless a fashion as possible. When you move a target point, the walk gets recalculated. In fact during a retake everything is recalculated, and this may seem like overkill; if you only change something near the end, why do you have to process the entire scene? Well the answer is that determining which bits of the scene are (un)affected by which operations can be a more time-consuming process than recalculating the lot anyway! It can also be more error-prone, and more complex (hence bug-prone too). So for now, when we retake (and we retake a lot), we do the entire scene, from time = 0 to the end of the scene.
In order to mitigate the cost of the retake, we've put some effort into making sure we are reducing the amount of recalculation done. This is done "locally" to each activity (rather than globally as above). One of the areas this is harder to optimise is when the activity depends on some resource - which could be eg a texture or a data file lurking on your hard drive. In order to be robust, we have to put checks in to see if these resources have changed - so if you change an animation (directly or indirectly), that change propagates into your scene. Large (ie long) scenes result in lots of resources, and hence Moviestorm spends a lot of time in the retake gathering info about resources. At the moment, for reasons I won't bore you with the details of, this is more costly than we'd like. In essence there are multiple file systems in place, and they all have their costs. We intend to fix the inefficiencies as soon as we can; but they are actually quite insidious because we do a lot of file-related activity and so the changes need to be made in lots of places. But the good news is that we are on the case, and with v1.2 due out soon, we'll have time to take stock of these issues, hopefully to come in a subsequent release asap.