Closed julenka closed 9 months ago
Might it be possible to generate a "fake hand mesh"? That mesh would be a skinned mesh renderer that is pre-built, and for which we manually animate bones based on data from the HandJointService.
Note that a Rigged Hand Visualizer was added recently #7993
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Overview
The hand mesh rendered in MRTK can currently reduce the frame rate of the HandInteractionExample scene. This issue covers investigating ways to improve rendering performance of the hand mesh.
Options to consider
Some mesh improvements planned for Unity 2019.3 that might help make our hand mesh more performant: https://forum.unity.com/threads/feedback-wanted-mesh-scripting-api-improvements.684670/
Investigate updating the hand mesh using NativeVertexBuffer and NativeIndexBuffer pointers. Our current method looks to have a lot of overhead/allocations. https://bitbucket.org/Unity-Technologies/graphicsdemos/pull-requests/2/example-of-native-vertex-buffers-for/diff
If hand mesh is already a D3D resource we could pump it right into Unity using the above method rather than D3D Mesh-> Unity Mesh -> D3D Mesh and maybe avoid having to cross that native to manged code barrier and back.