Which I did enough of already based on the most essential plugins that I have in my setup, many of them being essential to game features or serving as part of the presentation itself e.g. prize wheel, slots, yanfly battle, yanfly save, minimum damage and of course a few that provide bugfix addendum structs upon the base package. There are a few plugins that I had to switch off in the process of moving the project to run off 1.5.2 for this to work properly; however, those I had to switch off were but a few of the overall setup.
I'll check this without some of the bugfix material but that's about all I can think of.
EDIT: Even after checking without the most probable plugins (and stripping out a number of scripted events relevant to game progression) it still seems to be a bit of a pain right now. Not that it's a big deal until I give word because paywall, but it'd be good to know if performance can be improved further. What's notable here is that everything else runs okay - apparently it's ultra mode 7 that's pushing it the most right now. I am clear for WebGL on my development machine because it obviously works there (and of course there's obvious fallback in cases that don't quite work but at least run at a minimal level for basic mode/canvas render). Even then it's annoying as **** when it's just the one plugin for which you just started to run trials that wants to up and give you off the burning halls of the nightmare from hell itself. The only other potential bottleneck I can think of is at the system level, or if there's anything related to performance adjustments in general. Also, it's primarily a matter of delay - didn't check what size you have the demo set for but in my case it's a flat 256 squared when out in the field. And seeing that I'm not 100% sure if map size has anything to do with this either, maybe some refinements in that department would be of use in that respect.
I'll check this without some of the bugfix material but that's about all I can think of.
EDIT: Even after checking without the most probable plugins (and stripping out a number of scripted events relevant to game progression) it still seems to be a bit of a pain right now. Not that it's a big deal until I give word because paywall, but it'd be good to know if performance can be improved further. What's notable here is that everything else runs okay - apparently it's ultra mode 7 that's pushing it the most right now. I am clear for WebGL on my development machine because it obviously works there (and of course there's obvious fallback in cases that don't quite work but at least run at a minimal level for basic mode/canvas render). Even then it's annoying as **** when it's just the one plugin for which you just started to run trials that wants to up and give you off the burning halls of the nightmare from hell itself. The only other potential bottleneck I can think of is at the system level, or if there's anything related to performance adjustments in general. Also, it's primarily a matter of delay - didn't check what size you have the demo set for but in my case it's a flat 256 squared when out in the field. And seeing that I'm not 100% sure if map size has anything to do with this either, maybe some refinements in that department would be of use in that respect.
Out of curiosity... what version of RPG Maker MV are you using? Because if you are using the v.1.6.1 "Stable release", it is not that stable. With AMD Graphic Cards and Integrated CPUs, you can have problems with framerate. And even if the game runs smoothly for a while, if something like a plugin of this kind (that uses some resources from your computer) is enabled, it can give you some problems.



