>>389051063
I had a look at the code just now, never heard of this program. It adds a decode step to the vertex shader that looks like it uses pretty simple operations, just quite a lot of them. So this means that every single frame your character is rendered, every single vertex on your entire avatar has to be decoded as long as you are viewed within bounds (regardless of distance to other players), so that's definitely an extra hit that isn't insignificant.

Quick napkin maths for a 70k poly avatar. I see two decode steps, the first has something like 4 adds and 3 muls for every of the 32 bits of encryption. 224 operations. The second step has 2 x 16 muls and 8 subtractions. All of this for each vertex.

That's like 18.5 million extra math operations, per frame? This kinda sucks.