: It explains how modern engines now handle thousands of targets simultaneously—crucial for high-fidelity facial animation in games like Cyberpunk 2077 or The Last of Us Part II .
Traditionally, calculating vertex positions during a morph target interpolation was handled by the CPU. This created a massive performance bottleneck, especially when dealing with hundreds of unique blendshapes on highly detailed characters. Direct Compute Shaders morph target animation new
Animators adjust a slider (the weight) from 0 to 1 to transition from the base shape to the target. Multiple targets can be mixed at once, such as combining a "smile" with "squinted eyes". Modern Features and Trends Compute Shader Performance: Newer engines like Compute Shaders to process morphing on the GPU, which can be up to 4 times faster than traditional CPU-based morphing. Real-time Optimization: Tools like : It explains how modern engines now handle