I have set the GEnableGPUSkinCacheShaders to 1 and use “r.SkinCache.Mode 1” to make UE4 use compute shader skinning, I found that it is not more effective than vertex shader skinning…Why? Is there still some problem in GPU Skin Cache, or I did the wrong operation? There are 300 SkeletonMeshes in my scene and they are doing the same animation. I do this test at Win64 platform and my GPU is GTX1080. Could anyone help? Thx~
With 300 characters your bottlenecks are more likely to be updating the actual animations than skinning the geometry. You should profile to identify what is costing performance:
Also, compute shader skinning still does the same calculations as the vertex shader skinning. The only advantage is that the results are cached for re-use on different passes in the same frame (shadows, planar reflections, scene capture) and they can use async compute on consoles.
Thanks, I am going to have a try~
I have thought that it is not a bottleneck problem, i mean i compared the efficiency between vertex shader skinning and compute shader skinning, i thought the compute shader skinning may be more effective than vertex shader skinning but the fact is contrary. And i found that UE4 turn the GPUSkinCache off by default. So i want to know is it really a bad work or i do some wrong operation? Thx~