Same skin. Fewer resources.
This update does the same things as before at a lower performance cost.
The figures below are the plugin's own cost per frame in my test scenes, not a frame rate promise. What you gain depends on your scene and on what else fills your frame.
up to 4x lighter Soft Tissue
up to 3x lighter whole-body Self Touch
up to 2x lighter Fold Marks
and more...
in my tests, more gains in heavier scenes
Performance 
FASTER Soft Tissue
All the jiggle, none of the pain.
Its per-frame cost fell up to 4x, the most in heavier scenes, through more efficient maths with the same result on the skin.
FASTER Contact Dent
Far-away shapes get turned away at the door.
A pressing hand or a ball costs about 1.4x less and whole-body Self Touch close to 3x less, since shapes far from a vertex are turned away before any maths runs.
FASTER Waist Fold and Fold Marks
Bend over... for cheaper?
The fold costs up to 1.5x less per frame and Fold Marks 2x less.
FASTER Pressure Marks and Fold Marks
Flip them on, blink, done.
Switching them on went from several seconds to a fraction of a second: the skin is baked once per atlas instead of once per skin section.
FASTER Goosebumps
No more hiccup when a slider lands.
A slider settle rebuilds the follicle field over several frames instead of one long one, and the field's texture is encoded only when the field changed, so the hitch on a settle is mostly gone.
FASTER Painting
Lighter brush, same strokes.
Strokes on Coverage, Density and the paint overlay do about 3x less work, and Done Painting rebuilds the masks in a fraction of the time.
FASTER The panel
Out of sight, out of the frame.
With the panel closed the plugin spends nothing on it, and the cost caption counts the panel when it is open.
Adjustments
- Goosebumps fades — An animated Intensity or the massager advances the bumps in finer, cheaper steps
- Cartilage and Waist Fold — A nose or ear re-measures itself every few frames instead of every frame, and the fold refreshes its normals over eight frames while the body moves
Bug fixes
- Wrong skin under the marks — Switching Pressure Marks or Fold Marks on for the first time in a loaded scene occasionally baked the marks over the character's stock skin texture (the one from Skin Select) instead of the look's diffuse textures, leaving the skin looking wrong until the marks went off. The bake now reads the textures the skin holds
- Marks across skin sections — On a look whose textures land a moment after the plugin binds, a mark pressed across two skin sections could land in the wrong place. The marks now follow the textures the skin holds
- Marks saved on in a scene — After loading a scene saved with Pressure Marks or Fold Marks on, the marks were never baked into the skin and were composited live for the rest of the scene. The bake now follows once the look's decal is there
- Two copies on one Person — A second LiveSkin added to a Person already running one made both rebake the goosebumps over each other without end, with VaM at a few frames a second. Now only the copy in the lower plugin slot runs, and the other waits with a message until it is removed
- Sources with two Persons — The collider scan stopped at 1024 colliders, which two Persons fill, so a prop or a hand past them was never a source for Contact Dent
I tested the logic changes as thoroughly as I reasonably could, but something may still have slipped past me. If anything looks off, let me know and I will get it fixed.
Have fun ♡