Open Settings → Performance to adjust the frame rate limit, effects quality, and render scale.
Performance
Background Rendering
Persona maintains an unthrottled background rendering loop by default. Host operating systems typically throttle or suspend hidden or obscured background windows, which halts avatar animation—a disruptive issue when streaming via OBS window capture while focused on another application. Persona maintains continuous render loops and asserts background execution flags to prevent host sleep.
The legacy toggle has been removed, making continuous background execution standard behavior. This mechanism does not prevent the display from entering power-saving sleep according to system power plans.
Limit Frame Rate
Applies an upper frame rate boundary to both the 2D and 3D rendering loops, constraining VRM avatar updates, full-screen post-processing effects, and 2D canvas layers under a unified scheduler. On high refresh rate monitors, limiting frame rates noticeably curbs GPU load and thermal output.
| Preset | Description |
|---|---|
| Unlimited | Operates at the display native refresh rate; generates higher GPU load on fast displays |
| 15 fps | Ultra-low-power idle mode |
| 30 fps | Suitable for low-spec hardware or lightweight background operation |
| 60 fps | Default recommended preset, balancing smooth motion and power draw for streaming workflows |
| 90 fps | High-smoothness preset |
The presets deliberately omit a 120 fps option. Because the frame pacing scheduler measures intervals in integer milliseconds, capping at exact host refresh rates causes periodic rounding stutter — delivering roughly 104 fps on a 120 Hz display, which underperforms compared to Unlimited.
Effects Quality
Configures the anti-aliasing algorithm tier employed across the 3D visual effects pipeline:
| Tier | Antialiasing Algorithm | Description |
|---|---|---|
| High | 4× MSAA (default) | Hardware multisampling; optimal edge fidelity on 3D geometry |
| Medium | FXAA | Full-screen screen-space fast approximate anti-aliasing pass |
| Low | None | Disables anti-aliasing calculations for minimal rendering overhead |
In clean scenes with all visual post-processing disabled, anti-aliasing incurs zero runtime overhead.
Render Scale
Controls the internal rendering resolution of models and objects on the stage canvas, selectable at 100%, 85%, 75%, 66%, and 50% (default 100%). This ratio multiplies the system device pixel ratio (DPR); effective pixel counts depend on display scaling factors.
Lowering the render scale exponentially decreases the pixel footprint processed across each pass of the effects chain, delivering substantial frame rate gains in demanding scenes. The trade-off is reduced high-frequency clarity, resulting in softer avatar contours and blurred micro-textures.
Render scale affects canvas-rendered graphics (including Live2D avatars, 3D spatial models, and 2D image/video layers). Embedded 2D webpage layers execute within isolated native DOM viewports and are unaffected by this setting.
Last updated on October 21, 2026