Weird FPS drop while playing animations gamekit/Ogre

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j1230xz
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Weird FPS drop while playing animations gamekit/Ogre

Post by j1230xz » Thu Jul 11, 2013 4:27 pm

I am having slight FPS issues with ogre (I am using an old ogre build 1.8rc through gamekit). Let me explain:

First: My batch count is perfect (around 50 for the whole scene).

I have noticed that most of the time is lost when i enable the IDLE/STAND animations (skeletal) on my characters (max 18 characters on scene). Now I have profiled my application and noticed very weird stuff, when i enable the animations not only the time to process the animation is increased (that ofcourse makes sense) but the time for rendering is increased a lot (around 3 times). This only happens on Android devices, on linux the times are so small that i cannot notice a change....

This is the result:

Without the animations playing (18 characters): rendering time is around 15 ms,
With the animations playing (18 characters): rendering time is around 45 ms and the time to calc the animations is around 20-35ms. Ofcourse the time to calc the animations is dependand on the CPU and the CPU is pretty slow on my Android device - Samsung Galaxy S. Actually if I get to lower the rendering time, I will have a great FPS on this device

Any help is appreciated :), thanks
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syedhs
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Re: Weird FPS drop while playing animations gamekit/Ogre

Post by syedhs » Mon Jul 15, 2013 2:46 pm

My wife is using Samsung Galaxy S and it can play Temple Run, but quite slow, and it has only one character. I definitely think 18 characters are stretching the device a lot.
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j1230xz
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Re: Weird FPS drop while playing animations gamekit/Ogre

Post by j1230xz » Tue Jul 16, 2013 4:44 pm

syedhs wrote:My wife is using Samsung Galaxy S and it can play Temple Run, but quite slow, and it has only one character. I definitely think 18 characters are stretching the device a lot.
Thanks syedhs.... I actually needed someone to confirm this :)
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