Skip to content

Improve Skeletal Mesh rendering #248

Description

@kirides

E.g. by introducing indexed drawing where applicable.

Something like drawing 50 orc warriors/goblins, lurkers, warans, blood flys, wolves,... should incur a lot less performance hit than drawing 50 different NPCs with different armors, scale, color, ...

We should be able to use Indexed drawing and batching for the main skeletal mesh(es) and SRVs/StructuredBuffers to upload all mesh data, like Bone Transforms per Index, Fatness/Color/World Position data, etc.
We could also check if we can pre-load all used textures (for skeletals) into a "global" texture atlas (Texture2DArray), thus completely remove the need to load them on a case-by-case.

Currently the most inefficient usage of this is drawing the Shadow Map/Cascades which draw each and every skeletal mesh in proximity.

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions