I’ve encountered a minor performance issue with my Actors.
Specifically, I have a scene that contains five actors. All are loaded from the same model, and have the same animations.
All have three bones–upper-back, neck, and head–controlled via “controlJoint”.
When these five actors are standing quietly, with their effectively-static “stand” animation looping, my frame-rate is well above 100, with a frame-time reported by PStats of about 8ms, if I recall correctly.
However, when these actors start moving, looping their walking animations, the frame-rate drops to around 70fps, with a frame-time reported by PStats of about 15ms.
Furthermore, if while they’re standing still I animate the three aforementioned controlled bones, once again the frame-rate drops to about 70fps, with a frame-time reported by PStats of about 15ms.
Are these values to be expected?
I’ll confess that such a drop in a scene that otherwise performs pretty well is a little concerning to me. 70fps might not be too bad–but that’s in a scene with plenty of time to spare per frame; a more-complex scene might be harder hit.
And is there anything that I might do about this? (Save for just neither animating the characters nor controlling their joints.)
 Ah, I forgot to mention: PStats reports that about 5-6ms of the additional time is in “*->Animation->Armature”, within that primarily “Skinning”, but to a lesser degree in other categories as well.
[edit 2] Based on discussion elsewhere, I’m going to try reducing my perhaps-inadvisably-high vertex-count; I was perhaps a bit extravagant with this model. I intend to report back on my findings!
[edit 3] Hmm… Reducing the vertex-count from the original value of ~9 400 to ~3800 provides a small improvement of about two milliseconds, but no more, it seems.