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Unity Morph performance test

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Performance test of Shape Morphing in Unity

Published in: Technology
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Unity Morph performance test

  1. 1. Unity Morph Performance Test
  2. 2. To test out BlendShape Performance In Unity Objective:
  3. 3. For a Start It is a common practice to split out model into pieces for various reasons. For Blendshape, it is to split out specific parts that can get animated.
  4. 4. The Problem Splitting mesh will result in increase drawCalls. As such, it is also a common practice to limit the number of mesh to as few as possible
  5. 5. Experiment This experiment will test the performance between blendshape with splitted and combined mesh.
  6. 6. Sample1 Has 1 unified Mesh, around 40k tri
  7. 7. Sample2 Got the mesh splitted. Part with BlendShape has 6.5k tri
  8. 8. Script A simple Script that will oscillate Blend value from 0->100
  9. 9. Result1 Sample1 Sample2 ……No noticeable differences……
  10. 10. Sample1 Sample2 Beside increase Draw Calls, Result2 ……No noticeable differences……
  11. 11. This isn’t going to be an experiment Let’s increase morphing Layer to 15
  12. 12. Script This will oscillate all 15 Layers
  13. 13. Result1 Sample1 Sample2 ……No noticeable differences……
  14. 14. Sample1 Sample2 Beside increase Draw Calls, Result2 ……No noticeable differences……
  15. 15. What else can we test? Unity can only support up to 60k tri per model. Maxing it out won’t likely to cause any differences. Let’s add some animation to the Character.
  16. 16. Squiggly random Loop Animation Added
  17. 17. It’s pretty much the same thing, So I’m not going to bother repost the image Result……
  18. 18. On the other hand…… Unity’s performance is rather well even when animating a 40k tri character
  19. 19. Let’s do one final test Split the Mesh to 7 parts, each with a 5 morph Layers
  20. 20. Script This will oscillate each of the Mesh
  21. 21. There’s a non-consequential Result1 apparent increase in performance cost
  22. 22. Result2 Draw call increased as expected
  23. 23. Seam between meshes A side note, won’t appear in Toon Shader
  24. 24. In conclusion, Performance cost is so insignificances to worry about which method to use.

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