#Models return low FPS in VTS

34 messages · Page 1 of 1 (latest)

primal topaz
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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!

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This is the performance on their end! Their pc is quite powerful so we have no idea what the problem could be ohnoo

orchid warren
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How many texture atlas the model uses?

primal topaz
orchid warren
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Can you share your model statistics? It

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It's in File menu > Model statistics

orchid warren
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those interpolations count are fairly high, are you using lots of extended interpolations?

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vertices/polygons count are on the high side as well

primal topaz
orchid warren
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okay so I assume your model simply has lots of keyforms/parameters combinations

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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

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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)

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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

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for comparison ideal numbers for interpolations are < 2000, and for polygons < 30000

primal topaz
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okay! Thank you so much!
I wasn't aware that this can cause problems 31 I will try to follow these guidelines and see if it performs better !

ocean verge
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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?

primal topaz
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OH YEAH its a error I don't understand too
I'll send a screenshot of the message

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I assume its this one but I don't understand it Wheeze

orchid warren
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yeah thats related to missing masks

ocean verge
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oh, that message is the one that means the object[or parent] doesnt cover the full of the parameter right?

orchid warren
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that or the mask is hidden or deleted

ocean verge
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oh! i see

primal topaz
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From what I understand all of them do cover the full parameter tho ohnoo

ocean verge
primal topaz
ocean verge
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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

primal topaz
ocean verge
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also thanks ran for te answerd, sorry for the interruption

orchid warren
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nah its okay had you not mentioned it i wouldve missed it ChimaComf

orchid warren
# primal topaz

also i noticed you managed to only use two rotation deformers for whole model ogeyPeko

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are you using warps for arms rig?

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i feel you overutilized warp deformers here