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I am currently testing on an i9-14900K + 4090 RTX and I am barely managing to clear 20 FPS when there is around 100 basic 3d animated skeletons on screen when running OpenGL. The same scene with Vulkan easily clears 100 FPS. Profiling shows the engine spends around 50% of each frame in a single opengl function:
Disabling the animations easily reaches 120 FPS in GLES3.
Steps to reproduce
Run GLES3 with a couple animated skeletons. I attached the model we are using, maybe there are some issues with the animation.
I remember in the past that access to the RenderingServer for Skin deformation in Skeleton was a bottleneck, but I don't know what is going on now and whether it can be improved without looking into it. So at the least, the problem should be the Skeleton skin deformation process, not the Animation playback process.
I guess it could be improved by not deforming the Skin when transforming the Skeleton bone on the fly, but deforming the Skin at the end of process of the frame for all Skeletons in the SceneTree at once, but I am not sure if this is the right approach. We need the knowledge of someone more knowledgeable in that field.
Tested versions
4.2.1
System information
Windows 10, Godot 4.2.1, GLES3
Issue description
I am currently testing on an i9-14900K + 4090 RTX and I am barely managing to clear 20 FPS when there is around 100 basic 3d animated skeletons on screen when running OpenGL. The same scene with Vulkan easily clears 100 FPS. Profiling shows the engine spends around 50% of each frame in a single opengl function:
Disabling the animations easily reaches 120 FPS in GLES3.
Steps to reproduce
Run GLES3 with a couple animated skeletons. I attached the model we are using, maybe there are some issues with the animation.
Minimal reproduction project (MRP)
robot.zip
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