The PixiJS v8 runtime still primarily uses the CPU for mesh deformations. While GPU skinning could be implemented, it often doesn't show significant improvement over CPU-side skinning due to issues like breaking batching when submitting uniforms for bone matrices. Meshes can affect performance by reducing the fill rate, as they reduce the number of pixels drawn, but they typically require more CPU resources due to the higher number of vertex transformations compared to region attachments.