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cannot make massive customizable characters in MMOG in good performance
I'm working on MMORPG project (http://facebook.com/400thegame) the character is now able to customization with animation I've done from mocap. My problem was found when we create the character reached about 100 units then the performance was droped, the framerate is droped to 10 FPS and cannot call it smoothly.
I do use one animation with skelaton, each particular part was made as mesh (e.g. arm, head, body, leg) and each mesh has bone inside for its part. To assamble all the parts together I do just make the part mesh match to master bone parent(this cause me doubled resources and might be main reason that the performance was droped).
Draw Calls: 1048 batched: 0
Tris: 296.0k Verts: 226.5k
Used Textures: 17 - 2.8 MB
Render Textures: 0 - 0 B switches: 0
Screen: 1366x598 - 9.3 MB
VRAM usage: 9.3 MB to 22.8 MB (of 1.00 GB)
VBO Total: 1205 - 10.7 MB
Visible Skinned Meshes: 1024 Animation 100
I need more units in the game, and also more performance.
Whats wrong in my technic? Is there any way to make it better or to fix it?
Thanks in advance
Right now, we can't tell if you have too many draw calls, or are using too many meshes, or too much texture memory or so on. You need to provide more information.
To get more information, click on the "Stats" box at the top of the Game tab. That will tell you how many draw calls, how many vertices, etc. Post that information from when your game is slowing down, and people can help you more.
Thanks Eric 3
regarding to your advise I found this information Graphics: 123.4ms/frame (8.1FPS)
Draw Calls: 1048 batched: 0 Tris: 296.0k Verts: 226.5k Used Textures: 17 - 2.8 $$anonymous$$B Render Textures: 0 - 0 B switches: 0 Screen: 1366x598 - 9.3 $$anonymous$$B VRA$$anonymous$$ usage: 9.3 $$anonymous$$B to 22.8 $$anonymous$$B (of 1.00 GB) VBO Total: 1205 - 10.7 $$anonymous$$B Visible Skinned $$anonymous$$eshes: 1024 Animation 100
if any one has any information might help, pls kindly share
Thanks in advance
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