Animated models causing large fps hit
by Brandon James · in Torque Game Engine Advanced · 07/27/2006 (2:58 pm) · 4 replies
Hi All,
I've got a problem such that I add a new model to my scene with a simple idle animation and I lose framerate horribly. As I add each unit I drop another 10 fps. If I add the model with no animations I can have as many as I want and stay firmly at 60 fps. The model is around 2000 polys running at 15fps.
I'd like to have 20 or more units on screen at a time and all of them running idles. Currently I can only add about 6 before I'm running at 10fps.
Any suggestions would be greatly appreciated!
I've got a problem such that I add a new model to my scene with a simple idle animation and I lose framerate horribly. As I add each unit I drop another 10 fps. If I add the model with no animations I can have as many as I want and stay firmly at 60 fps. The model is around 2000 polys running at 15fps.
I'd like to have 20 or more units on screen at a time and all of them running idles. Currently I can only add about 6 before I'm running at 10fps.
Any suggestions would be greatly appreciated!
#2
07/28/2006 (5:13 am)
Which TSE milestone you're running? There was a major performance issue in updating skinned models that was supposedly fixed in MS 3.5.
#3
If there's some patch from 3.5 that you think I could apply to the MBU code that would be great.
07/28/2006 (7:14 am)
I've got the xbox 360 code for MBU that I'm running on a dev kit. The model is a pretty standard girl. She's carrying a staff, but otherwise she's a pretty basic animated model.If there's some patch from 3.5 that you think I could apply to the MBU code that would be great.
#4
There's no patch, but you can checkout the CVS head and try to merge it with your source tree (using a merging tool, since there are tons of changes). I don't know if the X360 source contains platform-specific changes, but those would be the ones you should double-check while merging.
07/28/2006 (4:41 pm)
I'm not sure, but I think the batching upgrade was made post MBU. You can confirm it by doing a global search for RenderInst related code, and the existence of the engine/renderInstance folder.There's no patch, but you can checkout the CVS head and try to merge it with your source tree (using a merging tool, since there are tons of changes). I don't know if the X360 source contains platform-specific changes, but those would be the ones you should double-check while merging.
Torque 3D Owner Adam
Adam deGrandis