GPU Skinning fixes and Guidelines


GPU Skinning fix and guidelines.

Thanks to feedback from early testers (Dokse, III, Foozle, etc.), I have fixed some rendering issues with worker and interactions with other C3 rendering objects.

GPU Skinning / Static Geometry usage guidelines:

  • Do not use GPU skinning and Static Geometry on an object only use one or the other
  • Use GPU skinning primarily on more complex animated 3DObjects which use gltf GPU skinning.
    • Also enable worker animation.
    • Use lower animation rates, e.g. 30fps / 25 fps
    • GPU skinning also lowers the workload for worker animation
  • For non-animated objects, use static geometry.
  • For simple animated objects, test on various systems to see if GPU Skinning or Static Geometry perform better

Limitations:

  • Due to the geometry being calculated on the GPU, there are some limits for some of the 3DObject features
  • Node x,y,z is not available
  • UV offset, rotate and scale are not available (this will come in one of the next CC phases)
  • Morph targets (this will come in a future release after the initial phases are done)

Notes: while static geometry with worker animation may make the main CPU % seem low, depending on the complexity of the animation, the workers may be very busy and slow down performance or make the animation jittery.

For static and gpu skinning, there is a limit on the number of vertices per mesh, around 64K vertices (not per model, more complex models are typically made of multiple meshes.) If you see missing or incomplete meshes this may be the issue. In the future after adding in some more features, I will review possible batching to overcome this limit.

If you see issues with this release, please post and include a test project and description of the issue, so I can debug.

Files

3DGPUSkin.c3p 26 MB
80 days ago
3DObject-2-68-4.c3addon 120 kB
80 days ago

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