Max MD2 vs. max baked bone animation per scene

Go down

Max MD2 vs. max baked bone animation per scene

Post  josgraha on Fri Feb 20, 2009 11:21 am

In tutorial 15 you mentioned that more than one boned mesh would drop performance below acceptable levels (say 14-30 FPS), how many MD2s can you have per scene to still get acceptable levels of performance? I am assuming this is because of the added overhead of interpolation vs. the keyframe / morph approach of MD2 format?

Thanks_joe

josgraha

Posts : 19
Join date : 2008-12-09

View user profile

Back to top Go down

Re: Max MD2 vs. max baked bone animation per scene

Post  sio2interactive on Fri Feb 20, 2009 4:29 pm

Not one but multiple bone skeletons running with physic are really heavy for the device, every vertices have to be recalculated every frame based on quaternion & its conversion + physic and weight on every bone... It is definitely possible run bone animation on the device, but if you start having multiple characters it will slow things down, its a bit like soft body, it work but it takes too much juice as soon as you start using them within a game scenario.

For MD2, I test a scene of 15k with a ground as triangles mesh and 12 MD2 models running and I get 40+ fps on the device, the hybrid approach that Im using is based on the same interpolation mechanism that I implement in the MD2 loader, but it is using VBO so it is even faster.

Hope this answer your question,

Cheers,
avatar
sio2interactive

Posts : 1526
Join date : 2008-08-26
Age : 39
Location : Shanghai

View user profile http://sio2interactive.com

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum