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
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 ![]()



