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Bone Influence Performance

Started by maximus-dev 1 reply 600+ views
Original Post
maximus-dev
maximus-dev
I'm currently using OpenGL ES 1.1 (can't stop to learn 2.0 GLSL at the moment) and I'm using the Matrix Palette Extension to do skeletal animation...

Everything I've tested so far is working marvelously.

I can go up to 4 bones of influence as a max value for the hardware. The question I have now, is of performance as more are used for influence. I already know the issues with memory, as storing more weight values increases the weight array and bone index array sizes quite a bit. I'm ultimately more concerned about whether or not there is a known performance decrease when allowing more bones to influence a verts position in general. I'll would consider using the max of 4 if there isn't a reason besides memory not to.

thanks everyone,
max
karwosts
karwosts
Well obviously using more influences will require more computation, each vertex has to go through the skeletal multiplication chain for each influence per frame. So you're doing twice as many matrix ops for 2 bones as 1 bone.

I would think 3-4 bone weights should be sufficient for any model.
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maximus-dev
maximus-dev
I was hoping for 2, but in a shoulder area that just seems next to impossible for it to look decent... so I'm shooting for 3.

I hear ya on the matrices... had to get a clearer idea in my mind of exactly how much was going on, and that solidifies it I think. Hoping using 3 works out for me.

Thanks

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