The models I'm making are, for some reason, returning low FPS between 25-40 FPS when the PC is under load using OBS, a game, VTS, and vbridger, despite the PC being powerful and not using even 1/4 of the available VRAM/GPU/CPU. I've adjusted atlas sizes from 8k to only 4k/2K, which had some effect; turning off physics has almost no discernable impact, and I'm figuring out where the possible issue could stem from!
They talked to the VTS support and the Support said I might use too many masks? This model, in particular, uses 54 masks (they said their model uses 1??).
Models with minimal rigging (we tested with only facial rigging) are performing well, but from what I see, I don't think I have a crazy rigging style with super many extras, so I'm unsure if the rigging really is a problem? If anyone has ideas about what it could be or what we should test, its greatly appreciated!
#Models return low FPS in VTS
34 messages · Page 1 of 1 (latest)
This is the performance on their end! Their pc is quite powerful so we have no idea what the problem could be 
How many texture atlas the model uses?
it has 4 4K ones and 2 2K ones!
those interpolations count are fairly high, are you using lots of extended interpolations?
vertices/polygons count are on the high side as well
I think only once or twice?
Is there something I can do against that? I don' know much about the technical side or terms 
okay so I assume your model simply has lots of keyforms/parameters combinations
to lower your polygon/vertices count you have to go through each of your heavy dense mesh and lower the dots, if you are using auto mesh try using Standard preset. avoid Heavy ones
reducing the interpolations could be harder though, you have to look over the parameters and try to keep the keyforms count per parameter low (ideally 3 keyforms per parameter)
and if you have a lot of combined parameters (one object that has multiple parameters keyed) you may want to break those into separate deformers instead
for comparison ideal numbers for interpolations are < 2000, and for polygons < 30000
okay! Thank you so much!
I wasn't aware that this can cause problems
I will try to follow these guidelines and see if it performs better !
Ran, as is the first time i see this, can i ask you about it?
is the first time i see the "Objects with moc3 output issues" to actually have a number
what can fall into this?
OH YEAH its a error I don't understand too
I'll send a screenshot of the message
I assume its this one but I don't understand it 
yeah thats related to missing masks
oh, that message is the one that means the object[or parent] doesnt cover the full of the parameter right?
that or the mask is hidden or deleted
oh! i see
From what I understand all of them do cover the full parameter tho 
check the deformers and folders, sometimes with one of them to have that issue, the moment the parameter goes to the area where is not key, it will disapear

for example if you have a -1 0 +1 parameter, and only keyed on -1 and 0. the moment you go to positive, the mesh is gonna disapear
I will try and check that, thank you!!
also thanks ran for te answerd, sorry for the interruption
nah its okay had you not mentioned it i wouldve missed it 
also i noticed you managed to only use two rotation deformers for whole model 
are you using warps for arms rig?
i feel you overutilized warp deformers here