UPBGE GPU Skinning

A long awaited feature is already available in current UPBGE master. Thanks to @ youle for its development.
Here is a video of 40 characters with 20000 triangles each. My graphics card is a Nvidia 1660 gtx.


wow, nice ! cant wait to check upbge again

Cool, looking forward to it post the 4.4+ Builds

Fred/K.S

Here you have the alpha builds: https://github.com/UPBGE/upbge/releases/tag/weekly-build-38

Wow, very impressed with the performance improvement, I’ve noticed that the build Youle did is doing better than the Weekly Build of UPBGE 0.50 Alpha is having issues with skeletal deformations In my test.
Example Weekly Build of UPBGE 0.50 Alpha.


Example Youle test build to use DupliObject.



Yeah, Totally sure. Youle did several fixes after initial implementation.
Great to see this test working well.

@BluePrintRandom Can we say that the GPU skinning performance problems are fixed with upstream Blender 5.0 update? If so this is so big! As far as I am concerned, this was the single biggest setback in UPBGE’s performance.
Sorry if I am using wrong terms, I don’t have enough technical expertise on this topic.
Basically what I am trying to say: Earlier if wanted to good animation performance on UPBGE, we were limited to things like robotic animations where the mesh would not deform. But if we animate a human character, the rigs would deform the mesh and that would be very expensive due to something called GPU skinning not implemented? Is that history now?
I would appreciate your answer a lot!
Cheers,
Hakki

Yes, that is history now. You can use GPU Skinning to deform meshes at lighting speed :slight_smile: