NoxWings Posted April 1, 2018 Share Posted April 1, 2018 Going through the 101 tutorials on the docs, I just opened the one weighted animations example and I happened to open it on my phone. https://www.babylonjs-playground.com/#IQN716 I got really poor performance considering the simplicity of the scene about ~36fps both on chrome and firefox I tried gradually removing elements from the scene, ui, weighted animations etc and I left just the imported model both lights and a basic floor. Even after that fps the scene runs at ~40fps. Then I found a really similar scene on threejs, same lighting (1 hemi, 1 directional), same model (or at least it looks the same), but it runs at butter smooth 60fps. https://www.babylonjs-playground.com/#IQN716#20 https://threejs.org/examples/webgl_loader_fbx.html Any ideas why this could be happening? Edit PS: tested on OnePlus5T Quote Link to comment Share on other sites More sharing options...
Guest Posted April 2, 2018 Share Posted April 2, 2018 Unfortunately this is not the same model The bjs version contains more bones (And this forces the engine to switch to CPU bones processing). The model is not optimized for mobile rendering as it contains 68 unique bones Quote Link to comment Share on other sites More sharing options...
Guest Posted April 2, 2018 Share Posted April 2, 2018 I will work on adding texture storage support for bones in 3.3 to avoid switching back to CPU rendering when there is not enough uniforms: https://github.com/BabylonJS/Babylon.js/issues/4059 Quote Link to comment Share on other sites More sharing options...
NoxWings Posted April 2, 2018 Author Share Posted April 2, 2018 Ohh I see, that completely makes sense. Thank you for the explanation. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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