3D Motion Blur
Because of the hybrid approach taken on the puppet, some visual tricks are executed more effectively than others. Motion blur is one particular case and needs to be handled carefully.
Full 3D motion blur is tricky in realtime, in general. And you almost always take some sort of performance hit. The reason for the hit is because on each frame, the renderer needs to keep track of the state of the vertices so that they can be used on the next frame to compute motion vectors.
A motion vector essentially is a store of data that records the delta change of one vertex from the previous frame to the current frame.