Fast GPU skinning?
I'm trying to animate 4 characters at once. they run fine in unity since it's using GPU skinning, but the same characters get slow in Blender. I notice when I rotate the bones in pose mode that my CPU is working.. Is there a way to offload the skinning deformations from the armature modifier onto the GPU like a game does? (I'm using 4 bone linear skinning)
5 Comments
Would like to see a file to investigate what's the culprit. Do you have Subdiv enabled? Blender 2.8 still hasn't enabled GPU accelerated Subdiv
and what subdiv have to to with gpu skinning?
Unless you're using envelopes, skinning is only done once. After that, it's baked into vertex weights. So my suspicion is that the performance problem you're having has nothing to do with how things are skinning and more to do with deforming geometry in the 3D Viewport.
* @Jason van Gumster * Yes, he's probably referring to cuda being utilized for cached playback, rig evaluation and shape keys. It'd be neat to have gpu caches in general.
* @3dddan * correct. 4 skinned characters should be able to play back at 24fps on modern hardware by doing all the skinning, normal calculations, and shape keys on the GPU in parallel.