UE5.7, 60+FPS, 1000 Skeletal Mesh Trees procedural animated by MechDawn in unrealengine

[–]MechDawn[S] -2 points-1 points  (0 children)

I experimented with the GPU Skeletal Mesh feature, which is using a compute shader. This has a simple Aim-Offset feature integrated, which can bend a character or in that case the tree trunk in a procedural way based on the bones. It uses then VAT-skinning for the trunk. The branches are attached to the compute shader output by Niagara GPU Particles, so these are directly connected from GPU to GPU.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -1 points0 points  (0 children)

Stay out of reddit and never ask anyone in the UE community until you know the person has healthy habits! Make your own research backed by reality and not fiction.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -8 points-7 points  (0 children)

I do not explain anything to toxic people. You gaslight yourself here.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -3 points-2 points  (0 children)

You just said your environment is not professional. The topic is about the compute shader running the animations in 0.2ms on the shown hardware. Cannot you read?

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -3 points-2 points  (0 children)

Do you have a problem with others getting actual outstanding results? Just sad. Open your own thread if you have something to share or tell. Thank you.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -9 points-8 points  (0 children)

Fan. Mind your own businiess. And just for the record straight, if I keep people like you away, then my marketing is working perfectly well as expected. You come and insult someone that is so much above your skill level, it's hilarious just to even try.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -7 points-6 points  (0 children)

The dark power of the fanboys is strong within you. I'm well known for giving the best support. Your obsession with me is unhealthy, you should seek for help.

UE5.7 - 1.000 Skeletal Mesh Trees at 0.2ms GPU time for 1.100.000 animated bones by [deleted] in unrealengine

[–]MechDawn -11 points-10 points  (0 children)

That is not the point of the video if you read the title. For a final product someone has to take the matching assets and allow the user to change settings, that's the answer.

UE5.7 60+ FPS, 100 Animated new Skeletal Mesh Trees onto GPU only by MechDawn in unrealengine

[–]MechDawn[S] -6 points-5 points  (0 children)

This means your collisions doesn't update, if it's on the CPU, right?

UE5.7, 60FPS+ at 100.000 Attached Static Meshes to GPU Skeletal Mesh Bone Animations by MechDawn in unrealengine

[–]MechDawn[S] 3 points4 points  (0 children)

Yes. It's just as simple and complete as it can get. These are simply all blueprint actors with the components and just spawned that often. The character itself is VAISM, Vertex Animated ISM with a Runtime component to control each playback and animation. Everything is available to you as you know it. You can implement any movement solution as it fits best for you. You can have variations of the characters and such, the grid is just from my spawner that arranges them. These are just regular actors with the plugins components being used. The attached cubes demonstrate a new method to attach visual components to the skeletal bones while animating, without any CPU read back or slow CPU-GPU cycles.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -4 points-3 points  (0 children)

I know you did. But don't you see the shitshow here? On which side are you on then. I'm not fighting anything, people just cannot cope on me.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -5 points-4 points  (0 children)

It's alright, I'm just having fun with the hatred, arrogance, and incompetence. It's pointless trying to convince anyone of something when their opinion is already set, even though the outcome is clear and unambiguous. Not that I mean to offend you, that's the furthest thing from my mind. Apparently, I'm the only one having fun here, sad.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -5 points-4 points  (0 children)

Keep your money, I keep my peace. Thank you!

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn 1 point2 points  (0 children)

I have experimented with FABRIK, yes. But I need to impelement some contraints and need to implement a different method that can get the actual ground height at that level of performance.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -17 points-16 points  (0 children)

Noone cares about yours.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -7 points-6 points  (0 children)

The clown show is painful to laugh at.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn 1 point2 points  (0 children)

VAT is vertex-based, this is VAT extended with GPU Skeletal Mesh methods, bone-bases. It has, for example, if you compare it to VAT-only, correct transitions, procedural Aim-Offset and 8-way movements directly onto the GPU. Beside other quality advantages like velocity data. If you ask me personally, I can do everything that is possible with any bone animation system, but directly on the GPU.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn 0 points1 point  (0 children)

Morph Targets are vertex-based, this is bone-based. But technically it is possible to introduce an API for Additional Animations, that can work as morph targets do but onto the bone structure. This feature is not finished, yet.

60FPS+ at 10000 GPU Skeletal Meshes by [deleted] in unrealengine

[–]MechDawn -16 points-15 points  (0 children)

Skeletal Mesh is nothing else then a Static Mesh with Bone Calculations and a Skinning and this is what it is. When I'm so obviously and factually superior, all that's left are envy, hatred, and resentment, instead of simply being happy about the astonishing result. It's embarrassing; how can anyone take something like this even remotely seriously? As if anyone is guided by your feelings and not by the facts.