Hi there,
I usually make animations that involve two separate skeletons interacting, so I need to visualize both of them at the same time in the editor. And they're pretty complex...:
Well, I've reached a point where my frame rate when playing my animations in the editor have dropped below 30fps, even when my target fps is set to 60 in Settings and I've also set Multisample anti-aliasing to None.
This is obviously affecting my ability to judge if an animation will be playing at an adequate speed in Unity, which uses 30fps as default. I know I can modify its playing speed afterwards, either in the editor or in Unity, but I'd very much like to return to the happy times when my anims played just right in Spine. :p
So I've been thinking which of my PC components would be the responsible for this lack of performance. My PC is not state-of-the-art...:
CPU: i2500K
RAM: 16 GB (pagefile on SSD)
Disk: 250GB SSD
Video: nVidia 770GTX
...but and as I don't have any performance problems in Unity, even without compiling the game, I think the problem must come from the CPU not being able to keep up with Spine editor's calculations.
However, when I play the animations in the editor and I go to the task manager in Windows (10) I see that the total amount of CPU used by Spine tops at 35% only... :wonder:
I suspect that Spine doesn't make the most of multi-threading CPUs (?) for any reason I won't dare to theorize. I'm ok with that anyway. There are a lot of apps that don't leverage on multi-cores as well. It's not that simple.
But my fear is that I buy a last generation i7 CPU and that 35% drops to 15% and my play speed still is like 20fps like now. That would royally suck. :p
So... could I have some confirmation from you Spine guys that my problem is related to a slow CPU, please? I could send over my full project if that would help.
Thank you for your time.