The first rule of tech troubleshooting is, if someone can't reproduce it, they can't troubleshoot it. My machine is about a decade old with a spinning hard drive and I haven't had any problems with the performance. That's why I haven't said anything/looked into it already. There's also the problem of what is fast and what is slow? Maybe I am having problems but I think that's the way it's suppose to run. Maybe it's running fast but someone's expecting 120 fps. Short of
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(the notation, not the giant robot) I don't have any way to evaluate it's speed. This is also why Oni, Ron Chon and other devs always say they have trouble figuring out performance issues. They don't have the problem. If they can't see it, they can't troubleshoot.
With that said, this is also the difference between a general programmer like myself and a game dev/programmer. Graphical/animation optimization in games isn't my forte. If your function is running slow on a large dataset, I might have an idea. If your live 2d animation is slow on a specific scene in a game with a specific post-renderer, that's a bit out of my field of expertise.
Basically, let's start with how fast is fast and how slow is slow. Someone that's having the problems do a screen cap or something to measure what's fast and what's slow. Also record where it's fast and where it's slow. Then post the computer specs.