Good day, Euan!
Thank you for the answer!
With the new values AlwaysTickFalloffAggression 0.9 & InterpolationFalloffAggression 0.1, interpolation started to kick in and there’s a big difference now:
4 components, default vs new values:
[Image Removed][Image Removed]
7 components:
[Image Removed][Image Removed]
15 components:
[Image Removed][Image Removed]
With doing those tests, I’ve realized that I’m probably asking the wrong question.
If you take a look at screenshots with 4 components, both cases are very close to the budget limit and second case started to use interpolation for one of the components.
With AnimationBudgetAllocator I’m trying to find settings, where 3 out of 4 components would use interpolation and only one component would tick.
Tick & Interpolation of the component have very similar cost on the Main Thread but there’s very big difference in cost on the worker thread.
On the attached screenshot above, the tick calls evaluation of the animation graph that takes 800 µs:
[Image Removed]
And interpolation costs 20,7 µs on the worker thread:
[Image Removed]
So, I would like to find a setting to distribute animation budget time from Ticking to Interpolation, so we can reduce the load on the WorkerThreads for low spec hardware.
Visually Interpolation should look better than Frame Skipping as frame skipping on low specs feels like a frame rate drop.
What do you think?