Max MD2 vs. max baked bone animation per scene
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Max MD2 vs. max baked bone animation per scene
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
Thanks_joe
josgraha- Posts : 19
Join date : 2008-12-09
Re: Max MD2 vs. max baked bone animation per scene
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,
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,
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