Does dynamic batching work on skinned meshes?

I’m talking dynamic batching, skinned meshes < 300 verts.
I found several threads discussing this, but no clear-cut answer. Can we get a confirmation from UT?

If you try it out, and look at the stats, you can see that it does. Although due to a bug, it’s limited to 300 tris at the moment, rather than 300 verts, but that’s being fixed.

–Eric

Thanks Eric!

What stats are those? in-editor? can the batching emulation really be trusted?..

Ouch… hard to use in that case, at least for our needs.

BTW, do you happen to know if skinning occurs on the CPU or GPU? I have a hard time figuring out how they manage to batch skinned meshes if it’s on the GPU…

The stats you see when you click on the “stats” button in the editor, yes.

If not, then it’s a bug, and nobody has mentioned any bugs in that department, so I would assume yes unless otherwise noted. :slight_smile:

iPhone 1.5 release notes:

“Perfromance [sic] Optimizations:
· Optimized skinning using VFP coprocessor which is significantly faster than GPU skinning (Unity can skin up to 5Mverts/s now).”

–Eric

For models with more than 300 tris (should actually be verts), the overhead of the realtime batching becomes larger than the gain and as such it is not beeing used.

Question is how many models you have above the border that share the same material actually, as one commonly has higher polygon models for specific purposes and those only rarely share materials.