unity morph performance test

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Post on 27-Nov-2014

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Performance test of Shape Morphing in Unity

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  • 1. Unity MorphPerformance Test

2. To test out BlendShape PerformanceIn UnityObjective: 3. For a StartIt is a common practice to split out model into pieces forvarious reasons.For Blendshape, it is to split out specific parts that can getanimated. 4. The ProblemSplitting mesh will result in increasedrawCalls.As such, it is also a common practice tolimit the number of mesh to as few aspossible 5. ExperimentThis experiment will test the performancebetween blendshape with splitted andcombined mesh. 6. Sample1Has 1 unified Mesh, around 40k tri 7. Sample2Got the mesh splitted.Part with BlendShape has 6.5k tri 8. ScriptA simple Script that will oscillate Blendvalue from 0->100 9. Result1Sample1 Sample2No noticeable differences 10. Sample1 Sample2Beside increase Draw Calls,Result2No noticeable differences 11. This isnt going to be an experimentLets increase morphing Layer to 15 12. ScriptThis will oscillate all 15 Layers 13. Result1Sample1 Sample2No noticeable differences 14. Sample1 Sample2Beside increase Draw Calls,Result2No noticeable differences 15. What else can we test?Unity can only support up to 60k tri permodel.Maxing it out wont likely to cause anydifferences.Lets add some animation to the Character. 16. Squiggly random Loop Animation Added 17. Its pretty much the same thing,So Im not going to botherrepost the imageResult 18. On the other handUnitys performance is rather well evenwhen animating a 40k tri character 19. Lets do one final testSplit the Mesh to 7 parts,each with a 5 morph Layers 20. ScriptThis will oscillate each of the Mesh 21. Theres a non-consequentialResult1apparent increase in performance cost 22. Result2Draw call increased as expected 23. Seam between meshesA side note,wont appear in Toon Shader 24. In conclusion,Performance cost is so insignificances toworry about which method to use.