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Take what I'm about to say with a grain of salt: it's been a while since last time I played with the engine. How many poses do you have? Is it possible to bake the pose as a morph target? Or is your animation dynamic? If you can do with two poses, you can use morph targets. In blender those are called "Blend shape keys", you can save the pose as a morph target, and remove the skeleton rig when saving to gltf by toggling the options when exporting. In terms of performances, it should be technically much better. You can then eliminate all entities related to the skeleton, and avoid all the math related to animations. Thought it might not, honestly 🙈 it is much more heavy on the GPU. But given the size of the models, it might do a difference. |
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For faraway rats, look up LODs and impostors. LODs are even more low-poly models that are used at a distance, and impostors are just 2D billboards that are used at max distance for extremely cheap rendering |
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Would the implementation of the following issue help with the slowness of animate_target? #11633 |
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Okay today I learned about Vertex Animation Textures https://stoyan3d.wordpress.com/2021/07/23/vertex-animation-texture-vat/ I think this will fix most of my performance issues |
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I want to render a lot of rats at once. This is my post asking for help on how I could do that. So far I have 2,500 rats rendered and animated at once with about 5-10 FPS I want to increase that number quite a bit. Here is the public repo I am working in: https://github.com/jak6jak/hairyrat




The rats I am rendering are right now very low poly:
Here is an image of xCode profiling. I am using 16 draw calls and about 6ms per frame
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