UPBGE 0.3 Armature Animation-Deform Problem

Hello.
First of all, my mother tongue is not English. I use translation. Sorry for the meaningless sentences.
I am making a project on upbge 0.3. playing animations and deforming armature is causing me to see very low levels in fps. but it works fine in not playing any animation.
i found a question ( Upbge 3.0 armature modifier causes low frame rate - Game Engine / Game Engine Support and Discussion - Blender Artists Community) but i don’t understand what i have to do.
I’m new to upbge. what should I do? can someone help me???

screenshots:
Not Playing Animations - Not Deformed to Player:


fps value : 550-630

Playing Animation - Deformed to Player:


fps value : 40-60

if you want the blender file, check this link:
https://drive.google.com/file/d/1WwmhppmMS1RfSvN3OWvXvhLAjIOec3QE/view?usp=sharing
(i not drop directly because my blend file bigger than 5mb)

1 Like

you should use the old 0.2.x (2.79) if you need lots of deforms. upbge 3 is painfully slow at deforms due the hamfisted way bge function was restored.

optimization may come after vulkan. or it may not.

EDIT:
to be clear, this behavior in your screens are perfectly normal. its really that slow. lowering the poly count can help, but not by a lot.

1 Like

So should I go back to the old version?

thats up to you. you know the needs of your game. tbh while the older one is quite better, its still a far cry from the gpu accelerated deforms on traditional game engines. bge is cpu based due to the fact blender is a creation software that needs a feedback loop on the verts to allow additional modifiers after.

if you want to stick to foss i suggest godot. i hear the import-export is much more straight forward than the likes of unreal or unity.

if you are just wanting to have some fun messing about, upbge 2 or 3 is a great sandbox, but you sometimes need to put in in a bit more effort to do, what may seem like, basic stuff.

In 3.0 we have a node group, faster normal map that makes animated actors quite a bit faster

3.0 is feature rich and evolves with each build of blender.

Daed should probably move along if he is going to fanboi Godot here*

‘hamfisted way it was restored’

the bge animation system was removed - now it uses the built in blender one***

everything was removed and youle restored it one at a time (and it’s quite fast atm)

not fanboying, in fact i myself dont use or really like godot that much, i stand by upbge 020 till the end. the point is godot was optimized from the ground up as a game engine which prioritizes performance. same as unity or unreal (well, maybe not ue lol). also theres the benefit of dedicated engines having a user xp tailored to making games and getting stuff done. that also means upbge has the benefit of vast flexibility, even more so of upbge 3. but thats a bit like taking an aircraft carrier to go fishing or a cannon to hammer a nail.

for making a game, upbge, either version, is gonna be more of an uphill climb for things, thats just the fact of the matter.

starting to get offtopic so ill stop posting here. theres a bigger picture that needs to be considered.