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mayhemking
Is there a point where too many deformers on a character start effecting performance? I'm considering making a deformer heavy character for a Brawler or 1v1 Fighter type of PC game. I'm currently using Spine Essential, thinking of upgrading to Pro at some point.
7 years ago
- mayhemking
- Mesajlar: 37
Pharan
It's hard to tell.
It really depends on your target specs, and the number of vertices you have.
More vertices means more performance cost. In the case of meshes with Weights, more bound bones means more cost (this cost is multiplied by the number of vertices).
But these costs may not be significant depending on the device you're targeting. As you probably already know, PCs are pretty damned powerful.
You can get a rough, practical idea of your case by opening the Raptor sample Spine-Unity scene and duplicating that a bunch of times and seeing when it starts to slow down.
I get 60 FPS *inside Unity Editor* on my cruddy old Core 2 Duo from 2009 with 100 raptors. Should be even faster in an actual Release build outside the editor.
Check the Raptor's skeleton's mesh structure complexity by unfolding the MeshRenderer.
Also note that slowdown can come from other places too.
The number of pixels the meshes occupy on screen can have an effect. If there's more overdraw and fill more space on screen, it will eat up more GPU cycles.
Unity Engine has its own systems overhead that you can optimize around if you need to.
If it's only for your two characters, effects, and a bunch of stuff in the background, you should have a plenty of allowance for Free-form Deformation and Weights.
It really depends on your target specs, and the number of vertices you have.
More vertices means more performance cost. In the case of meshes with Weights, more bound bones means more cost (this cost is multiplied by the number of vertices).
But these costs may not be significant depending on the device you're targeting. As you probably already know, PCs are pretty damned powerful.
You can get a rough, practical idea of your case by opening the Raptor sample Spine-Unity scene and duplicating that a bunch of times and seeing when it starts to slow down.
I get 60 FPS *inside Unity Editor* on my cruddy old Core 2 Duo from 2009 with 100 raptors. Should be even faster in an actual Release build outside the editor.
Check the Raptor's skeleton's mesh structure complexity by unfolding the MeshRenderer.
Also note that slowdown can come from other places too.
The number of pixels the meshes occupy on screen can have an effect. If there's more overdraw and fill more space on screen, it will eat up more GPU cycles.
Unity Engine has its own systems overhead that you can optimize around if you need to.
If it's only for your two characters, effects, and a bunch of stuff in the background, you should have a plenty of allowance for Free-form Deformation and Weights.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
7 years ago
-
Pharan - Mesajlar: 5366
mayhemking
Ok that makes me feel pretty optimistic. I'm planning on doing a high res (maybe 720p) humanoid character with 5 different angles (front, quarter front, side, quarter back, back). I want to put a deformer on the body, arms and legs. 5 appendages X 5 angles = 25 deformers minimum. I'll probably also add deformers for hair, equipment, etc.
As soon as I have the money I'll upgrade to Pro and try it out
As soon as I have the money I'll upgrade to Pro and try it out

7 years ago
- mayhemking
- Mesajlar: 37
Pharan
Ok!
Just to be clear, you don't need Spine Pro to test the Spine-Unity Raptor sample scene.
Just to be clear, you don't need Spine Pro to test the Spine-Unity Raptor sample scene.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
7 years ago
-
Pharan - Mesajlar: 5366
mayhemking
Got it. Thanks for the reply.
7 years ago
- mayhemking
- Mesajlar: 37
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