That's actually kinda low end at 2.1 GHZ. We've been at 3.0 GHZ for a decade now on computers, as I had a 3.0 GHZ processor in 2001.
But my CPU have 4 cores with 2.1Ghz each one, and even with that isn't powerful enough? I have this computer since 2013-14 aprox.
And I think it's built into Pixi and/or JavaScript and how they do things, so its unfixable short of redoing the entire engine in a new language, but maybe someone on the dev team can confirm more on this.
So, that means that we have an option to change the hue from animations inside the engine, that can cause lag or frame drops, and probably cannot be fixed unless the developers redo the entire engine or change the entire language... Why we have the hue option then? I mean, if the option it's supposed to do something, but it cannot do it correctly and causing lag and frame drops, what is the meaning of having such an option? I don't understand that. And what about the ones who don't know about this? They will use the hue option whithout knowing that it can produce those errors.
As it is, the best fix is to make a new version of the animation with the new hue, and save that as a new animation file. Then load that into the database. No problems once you do that.
Yeah, it's probably the best fix. But the hue option is in RPG Maker since 2k or 2k3 if I'm not mistake, and some users used that option in order to make a game with less resources and less weight in disk. So, for users that don't want to use repeated resources only to change the colour for animation frames, or even with enemy sprites, this error is a terrible headache, and it must be fixed in some way or another.
lag, music delay, frame drops and preload of resources
is because all a rendered with canvas/webgl bitmap HTML5 . (basic rmmv)
If you whant a fast rendering, you need to bypass basic code with PIXI rendering.
ex: for my game i use pixi.loader
http://pixijs.download/dev/docs/PIXI.loaders.Loader.html
and pixi.sprite
http://pixijs.download/dev/docs/PIXI.Sprite.html
all cache are in the GPU, and is very fast rendering with multiple animations, video, music, sprites and filter.
the basic engine use
sprite with BITMAP
So is CPU rendering only
CPU need work with javascript + rendering simultaneously
With pixi.
Engine Shares tasks between CPU and GPU.
So cpu can work with javascript and gpu work on the rendering.
Has the basis when the software was created, pixi.js was not finalized, so badly integrate to rmmv.
I'm interested in this. Unfortunatelly, I don't know much about programming, or the things we can do with Pixi and the language used to make plugins.
For example, for those links you've shown, I need to copy the codes inside them in a new .js file and use them as a plugin for RPG Maker MV? I really want to try if they can fix some of the errors like the sound delay, the preload of resources and frame drops, but terrifies me the idea of incompatibility with other plugins or so, because if I have problems with the default way on how Pixi manage the game, I don't know what other problems can appear with your method.
So please, I need more information about it, and how to implement it in a project.