Hello,
What is the purpose of the GPU Skin Cache and will it ever be enabled by default in a future engine release for certain feature levels? Is it considered experimental?
From what I can tell, it appears to do mesh skinning in a Compute Shader and cache the results for a simpler pass-through mesh skinning Vertex Shader. I imagine this might be beneficial when rendering multiple skinned meshes with the same poses in a small window (i.e. GPUSKINCACHE_FRAMES, currently 3) of frames, at the cost of additional memory? Ignoring that potential benefit, does this improve performance in any way by moving the skinning out of the VS stage?
Thanks,