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Question Performance Optimization per large numbers instances, Blendshapes in animations VS Bone-based rigs?

Discussion in 'Animation' started by retired_unity_saga, Dec 22, 2022.

  1. retired_unity_saga

    retired_unity_saga

    Joined:
    Sep 17, 2016
    Posts:
    290
    I have been trying to get an answer to this,

    but, in Unity, what uses more resources (CPU/GPU), facial animations/animations making use of Blendshapes or Bone-based rigging+skinning?

    I am trying to save on CPU usage, but I am also just wondering what Unity says themselves about what we should use when trying to cut down on resources, like whats prefered.

    I also realize some assets can make use of vertex animations, I was wondering about that as well.