Having been down this path, it's not for the faint of heart. As the previous replies suggested, you do need a compelling reason to add the extra hardware -- the stlink board that is a (removable) part of the nucleo is the best cheap solution. Really, any probe that talks ARM SWD will work fine (e.g. j-link) and a 10-pin mini connector is a lot less expensive than a spare processor + associated components.
In our application, we have a compelling reason. We're designing data collection tags for biologists studying the movement and activity of song birds. Our partners need a base to configure the tags, charge the batteries, and download data. One possible approach would have been to build this around the stlink from a nucleo, but we still needed a processor to handle battery charging. Once there's an extra processor, lots of other things become possible (e.g. power measurement). So, we replicated the stlink api and added another USB (logical) interface to control the auxiliary functionality. All much more work than I anticipated and I wouldn't have bothered had I known what I was in for.
If you are set on this and don't want to use the black magic probe or don't need much functionality, look at CMSIS DAP libraries. They're quite portable and (relatively) easy to understand. They are a bit bandwidth limited because the Host/Debugger interface is much lower level than stlink.
That said, the SWD interface (through stlink or other device) is a wonderful way to interact with a space and pin limited device. The Debug Handler interface makes it possible to implement an RPC mechanism through SWD. We even have a ChibiOS shell running through SWD.
I would recommend ensuring that your Windows version is fully updated, and you have the latest drivers directly from Nvidia for your GPU, as outdated drivers/updates can cause slowdowns both in Affinity and in Windows generally.
I would not expect this to change the behaviour described, more likely resetting the app to default settings may help, however doing so will lose all of your custom brushes, assets, settings etc. If you wish to try this you can reset your app back to its default settings by holding down the CTRL key while launching the app. When the Clear User Data window appears, select the following options and then click Clear. The app will now open.
If you don't wish to reset your application losing this data, I'd instead recommend trying the latest beta for Designer (v2.1) as we've had users who confirmed their performance issues are considerably improved within this version.
I can confirm that I do see a delay when editing this document, however with multiple Pixel layers and live FX applied to multiple layers, the app will have to calculate these FX as you edit the document, and this can cause the rendering to slow.
Equally, I can see you have applied FX to the top 'Layer' container, which means that every layer is being calculated and re-rendered as you change the design. I have found that rather than applying this directly to the Parent Layer, I grouped all of your layers below this and then applied the same FX to this group instead - which also improved the performance for me.
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One thing to remember when designing UI elements is screen realestate, and visibility. Not only does overlaying the backpack not use potential realestate, but it blocks the players view of the rest of their inventory. If I have my backpack open, and can't see the rest of what I have outside of the pack, it's going to be very annoying to constantly close and reopen it to see everything.
Again, I don't see the problem here? The whole point is to have it "feel" like you're opening and closing a box/bag/backpack and taking an item out of it, to put it on your person or give it away or whatever.
While dragging an item from inside your backpack to the outside, the backpack menu would close, showing your current gear, and once you hover back over the backpack (while still holding an item), the backpack menu would open again. Having another box open along side or above/below causes the layout to grow too wide or too tall, something you need to consider as not everyone uses the same in-game resolution.
In the meantime, I myself made a mockup in DayZ-mod style, it is in the thread linked in my signature, you may be able to get some inspiration out of it, as well as some topics in the list that are item/inventory related. Then this thread showed up recently, you may want to read it, i think it's a fairly completed list of inventory concerned 'issues': -newsideas/ ... and i think the actual thread that Rocket linked too has a whole spoiled section on the inventory :) ... this will give you something to do while i sleep on my feedback ;)
On TPAM, some people want all inventory spaces right there in front of them, like they are used from their MMO's, all bags open ... don't give in, it's a trap! ... the overlay looks realy nice, wonder if you could do the same with the 'modify-gun' options, it would likely give some more room to work with visually ;)
And again for game resolution that is not as big of a problem as you are making it seem. The game engine should intellegently scale the UI properly so it fits all monitors. Of course, you do still need to ensure that your design scales well, but in most cases it should.
I'm certain that you could alter this current format to allow room for an additional 'bag' window, perhaps below? (Then move the whole thing up) As for size, and screen size, and space - Look at these.
Notice how much realestate is wasted. There is a HUGE amount of redspace around it that simply isn't being used. Big screen or small, that's space that could easily be rearranged to fit a new 'bag' window.
This is taken on a 1680x1050 22" monitor, a large monitor compared to most. The fact that it takes up so much space can attest to the fact that it MUST work on even a smaller monitor right? The engine simply shrinks it down to fit. Look at how little space is wasted. The only wasted space is two little bars on either side, which doesn't make much difference. It allows for an asthetic look, while still utilizing most of the screen.
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