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Butabee

Unity Unity Optimal Bone/Polygon Count

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If I were to have 256 active characters in a Unity(free version) scene, what would be an estimate of optimal polygon, and bone count per character that could run 60+ on a mainstream gamer PC? They all would use the same materials.

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As I understand it, GPU skinning is only availabe with the pro version, So wouldn't a high poly count be pretty taxing on the CPU? Increased with a lot of bones as well?

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GPU skinning is only availabe with the pro version, So wouldn't a high poly count be pretty taxing on the CPU? Increased with a lot of bones as well?

DX11-based and newer OpenGL GPU skinning is a Pro feature, yes. The Pro version supports up to 4096 bones per mesh using GPU skinning. 

 

The non-Pro version just doesn't use the newer hardware features. They use older hardware features.

 

The Mechanim animation system has several different modes, and the different modes divide the work up various different ways between CPU and GPU. Depending on your Animator, Controller, and bone configuration, it may all be on the GPU or all on the CPU or some of both, in both the Pro and Free version.

Edited by frob

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