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GPU Skin Cache's efficiency

I have set the GEnableGPUSkinCacheShaders to 1 and use "r.SkinCache.Mode 1" to make UE4 use compute shader skinning, I found that it is not more effective than vertex shader skinning...Why? Is there still some problem in GPU Skin Cache, or I did the wrong operation? There are 300 SkeletonMeshes in my scene and they are doing the same animation. I do this test at Win64 platform and my GPU is GTX1080. Could anyone help? Thx~

Product Version: UE 4.21
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asked Jan 03 '19 at 06:59 AM in Rendering

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Xiangwk
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With 300 characters your bottlenecks are more likely to be updating the actual animations than skinning the geometry. You should profile to identify what is costing performance:

https://docs.unrealengine.com/en-US/Engine/Performance/CPU https://docs.unrealengine.com/en-US/Engine/Performance/GPU

Also, compute shader skinning still does the same calculations as the vertex shader skinning. The only advantage is that the results are cached for re-use on different passes in the same frame (shadows, planar reflections, scene capture) and they can use async compute on consoles.

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answered Jan 03 '19 at 03:32 PM

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Manoel.Neto
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avatar image Xiangwk Jan 04 '19 at 01:25 AM

Thanks, I am going to have a try~

avatar image Xiangwk Jan 04 '19 at 06:18 AM

I have thought that it is not a bottleneck problem, i mean i compared the efficiency between vertex shader skinning and compute shader skinning, i thought the compute shader skinning may be more effective than vertex shader skinning but the fact is contrary. And i found that UE4 turn the GPUSkinCache off by default. So i want to know is it really a bad work or i do some wrong operation? Thx~

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