Closed WOLFxxxxxx closed 4 months ago
You already reported exactly this before:
Why did you open a new report?
See https://github.com/godotengine/godot/issues/90943#issuecomment-2067741724 for more details
I added a ZIP project
That should have been added to the original instead, but I don't think this changes anything, there was already an explanation there in the original
My game development depends on animation optimization
Yes, that's understood, but the cause of this issue was already explained in the original issue report, see the comment I linked, is that not relevant? If so then please explain how it is different from that
I'm sorry, I don't speak English very well.
That's okay, please use translation software or have someone help you, but it doesn't help if you ignore the things people tell you
Please use things like google translate and ask questions if there's something you don't understand (I used it on the original issue to my native language and I could understand it very well, and my language is a very small one so it should work for your language as well)
The old report was stopped without solving the problem
You open a new report
The old report was stopped without solving the problem
No, the explanation was given, please read this https://github.com/godotengine/godot/issues/90943#issuecomment-2067741724
You don't open a new report just because the answer wasn't what you wanted
Thank you for your help so I can repeat this plan again
@WOLFxxxxxx There is no doubt that Godot's skeletal animation is not the most productive, but it is one of the most versatile. This also depends on your equipment, my FPS is stable
I doubled the number of skeletons for a total of 200 skeletons and the fps remained stable
200 skeletons might not necessarily be something I'd expect to run well generally, so it managing that is IMO pretty impressive, and not at all a sign of the engine being in desperate need of improvement. We can always do better but 200 skeletons is far above a minimum reasonable limit to me, assuming you don't have the most brutal newest hardware.
Edit: Testing this myself it struggles a bit with 200 skeletons but might just be other limitations right now my computer has been running a bit slow, but it runs perfectly fine with the original 100
So I'd say this is not a massively critical issue but rather areas where performance can be improved, and that in a lot of cases other methods for improving scaling of entities should be used if you need a lot of animated figures, things like using the servers directly or using multimesh etc., I'm not sure what the reasonable performance limits are for these cases when doing things with no optimizations or tricks to improve things used at all
@AThousandShips I noticed an error in the console when duplicating a scene with a skeleton, should I open an error about this?
That's a reported case already I think, related to instanced scenes and not skeletons necessarily, search for it and see
The problem is with the CPU
There is a bottleneck
gpu 18% cpu 31%
fps 15 - 30 ?????
Yes, that's what you were told in the original issue report, and you were told how to go forward with that
Closing in favor of https://github.com/godotengine/godot/issues/92693, which is more detailed and actionable.
Tested versions
4.3
System information
Windows 10
Issue description
The animation performance is very bad. The rest of the engines are 5 times better in performance Please do well 🤕
Steps to reproduce
Q
Minimal reproduction project (MRP)
anm.zip