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Understanding MeshSkinning.Render

Discussion in 'General Graphics' started by LesBloom, Sep 24, 2019.

  1. LesBloom

    LesBloom

    Joined:
    Feb 2, 2017
    Posts:
    167
    Hello all,

    MeshSkinning.Render is the current bottleneck for my game's perf (see attached image).

    What exactly is going on in MeshSkinning.Render?
    Is it the actual skinning of the mesh?
    Is it the actual render of verts?
    Is it bone updates for the skinned mesh render?

    My render stats (draw calls, verts, etc) seem pretty low to me. So, am I unclear what aspects need to be focused on to reduce MeshSkinning.Render's overhead.

    See the attached image for more render stats, but here are the basics ...
    SetPass Calls: 115
    Draw Calls: 123
    Total Batches 120
    Tris: 165.9k
    Verts: 134.1k

    Thank you
     

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  2. LesBloom

    LesBloom

    Joined:
    Feb 2, 2017
    Posts:
    167
    Is there maybe a better spot I should be posting this question?
     
  3. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    Hey sorry for the slow reply. It’s the rendering of the verts/pixels.
     
    LesBloom likes this.
  4. LesBloom

    LesBloom

    Joined:
    Feb 2, 2017
    Posts:
    167
    Thank you for that info. I appreciate it
     
    richardkettlewell likes this.