v2.0.0 | v1.3.0 | v1.2.0 | |
---|---|---|---|
Compressed size | 72.14 MB | 71.00 MB | 71.01 MB |
Compression ratio | 19.81 : 1 | 20.13 : 1 | 20.13 : 1 |
Compression time | 1m 55s | 2m 22.3s | 6m 9.71s |
Compression speed | 12727.73 KB/sec | 10285.52 KB/sec | 3958.99 KB/sec |
Max error | 0.0725 cm | 0.0725 cm | 0.0725 cm |
Error 99th percentile | 0.0089 cm | 0.0089 cm | 0.0089 cm |
Samples below error threshold | 99.86 % | 99.86 % | 99.86 % |
Note: Starting with v1.3.0 measurements have been made with a Ryzen 2950X CPU while prior versions used an Intel i7 6850K.
To compile the statistics, the animation database from Carnegie-Mellon University is used. The raw animation clips in FBX form can be found on the Unity asset store here. They were converted to the ACL file format using the fbx2acl script. Data available upon request, it is far too large for GitHub.
- Number of clips: 2534
- Sample rate: 24 FPS
- Total duration: 9h 49m 37.58s
- Raw size: 1429.38 MB (10x float32 * num bones * num samples)
ACL supports various compression methods but only the overall best variant will be tracked here (see get_default_compression_settings()
for details).
The error is measured 3cm away from each bone to simulate the visual mesh skinning process as described here with the default error threshold of 0.01cm. The 99th percentile and the number of samples below the error threshold are calculated by measuring the error on every bone at every sample.
The performance of ACL in Unreal Engine 4 is tracked by the plugin here.