-
Notifications
You must be signed in to change notification settings - Fork 28
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
How is the performance? #2
Comments
Hi, |
One way to maybe test would be to load up the demo scene, duplicate a bunch of the checkered dudes and chop them up while you've got the profiler out. |
I have not tested in a long time. Try it. It was built originally to slice characters on the first generation iPad, and I have improved performance significantly since and reduced likelihood of frame skip (for VR) by using the thread pool. As the readme says, it has some quirks owing to its system of slicing the skeleton first and then attempting to slice the mesh based on that. But it’s “freemium” so you can just pull the repo and find out how it works for you. |
I need to add, Limb Hacker is CPU bound and does not utilize any GPU code. |
It's Not Work For My Character? Why? |
There's the readme on the front page, maybe something's amiss with it. Unfortunately I'm absolutely crushed with work right now and don't have time to examine it. Maybe late June, though. |
Hey there,
I was wondering how the performance of this ends up? I own the Unity asset "Character Slicer" but am wanting to use whatever will end up performing best. It would probably end up being only about 10 at most that would be on screen at a time that would be severed as my game is an online RPG. Speaking of which, will this work on a networked game?
Thanks,
The text was updated successfully, but these errors were encountered: