If you have a blendshape on an animated character set to a certain value and never altered, is there a performance cost associated with that? Does it add the blendshape in only when the value changes, or does it recompute the original mesh plus the blendshape every frame?
65% sure it calculates the blend shape every frame because the blend shape is still deforming the base mesh from it’s default vertex position to the blend shape position. Even though it doesn’t change.
Another more experienced/knowledgeable dev might have more insight on the ‘behind the scenes’ performance costs of a non changing blend shape - that might correct my theory.