



Performance in an open world with some walkable houses andĪ few high poly (naked mesh ~140k tricouont) characters with multilayered clothing on (underwear+clothing+shoes.) was good. I'm unsure about the perfomance hit with many more shape keys involved in a complex scene. With characters from makehuman, but with as of yet only up to about 5 different shape keys for each body side made by myself for a character in blender. with normal maps) and there is even a Dual Quaternion Version of it as I've tested it successfully (with some small settings and blueprint changes for it to show the right shadowing esp. I know that it's technically possible to use animations with morphing targets in Unreal Engine They didn't seem to have bone driven JCMs applied and I'm sure that even the Dual Quaternion Version of Unreal Engine was not being used in most cases. I've seen some youtube videos with DAZ characters in it, but those characters were just standing or walking and Where extreme bone rotations / body deformations are needed like for some yoga or gym moves or some professional sports (acrobatics, martial arts.). That is with all bone driven morphing targets (JCMs) applied + Dual Quaternion Skinning Version of Unreal Engine + multilayered clothing? And what was the performance with animations like, esp. Has anyone succeeded in using DAZ Characters with Unreal Engine to the fullest extent yet?
