Avatar SDK Local Compute Unity plugin  3.1.0
Realistic avatar generation toolset for Unity3D
Scene #05: Full Body Performance Test Sample

The purpose of this sample is measuring FPS, memory consumption and how these values are changed depending on avatars number on the scene.

The following indicators are mesured:

  • Avatar Count: number of avatars on the scene.
  • FPS: FPS of the latest frame (1.0f / time_between_updates_in_seonds).
  • Avg FPS: average FPS.
  • Total Used Memory: memory used by an application right now. Available in Unity 2020.2 or above.
  • System Used Memory: how much memory is taken from the system. Includes allocation pools, extra headers and memory required for code and data. Available in Unity 2020.2 or above.
  • Texture Memory: memory is taken by textures. Available in Unity 2020.2 or above.
  • Mesh Memory: memory is taken by meshes. Available in Unity 2020.2 or above.

If you need to reduce memory consumption and increase FPS in your application, we recommend modifying these parameters:

  • Texture Size: you can specify texture size for body, outfits and haircuts.
  • Using PBR textures: there are additional (PBR) textures for body and outfits. Try to disable them if textures take too much memory.
  • LOD: there are several LODs for body mesh. Also you can use lowpoly outfits.
  • Blendshapes: blendshapes increase mesh size. Don't generate them if they are not used in your application.
  • Generated Haircut Parameters: it is possible to specify number of triangles for the generated haircut and its texture size.

Implementation

Implementation details of this sample can be found in the PerformanceTestSample.cs script.

Location: Assets/itseez3d/avatar_sdk/samples_local_compute/05_performance_test_sample_local_compute/scenes/05_performance_test_sample_local_compute.unity.