Actorcore Characters walk very slow in Kit 108

Operating System:
Windows
Kit Version:
108 (Kit App Template)

Kit Template:
USD Composer

GPU Hardware:
A series (Blackwell)

GPU Driver:
Latest 581.80

Work Flow:

See this video please:

First I test just one person exported from iClone8 as USD.

It works fine, then I export 20 walking persons. Now the speed is super slow.

Why is this?

I have Blackwell Pro 6000 and it should easily run this just as fast as one person.

There must be something behind this.. Please can you help me to find what it is?
I can share the 20 person walking 3000 frames long USD scene in PM.

Well 20 people might be too much for the CPU. Remember, that kind of animation runs through the CPU first for processing. So it does not matter about the Blackwell Pro 6000, if the cpu is the limiter. If 1 person runs fine, and 5 people runs fine, eventually there will be a point that it starts to slow down. The FPS on the GPU is nothing to do with the cpu.

Thank you Richard!

I used
https://www.cpuid.com/softwares/hwmonitor.html
to measure CPU GPU usage.

I have Intel Core Ultra 9 285K running at 3.7 GHz
I have Blackwell Pro 6000 GPU

Here you can see the video about the monitoring:

In iClone8 one hundred people animated ( baked sim ):
CPU 50-60 %
GPU 11 %

Playback is realtime and smooth.

Omniverse kit 108, scene with 1 animated persons

standing still
CPU 14 %
GPU 6 %

playback
CPU 27 %
GPU 30 %

Omniverse kit 108, scene with 20 animated persons
Very slow walking, this is the issue.

standing still
CPU 17 %
GPU 7 %

playback of 20 characters
CPU 23 %
GPU 18 %

Looking at that above, I think the CPU is not the limiter.
What else could this be, Richard?

And in this demo video, there are about 20 persons at least:

So how is this done then, how can it run in realtime?
there must be skeletons on the characters and therefor a body mesh deformation..

Or are these characters somehow “baked” and more faster and lightweight compared to my Actorcore charactes ?

Pekka

If you don’t think it is limited by the cpu, then crank up the fps for the stage from 60fps to 120fps and see if they literally double in speed. If so, then it is not system limited. It may be something else. Increase the stage FPS until you get the desired speed and see if you can get everything smooth. Start with 120fps, and see.

Also, as I said earlier, rather than jumping from 1 person to 20, try 5 people, 10 people etc. Maybe there is a hard point of inflection, where 9 people are fine and 10 people really drops off.

Just by updating to Kit 109 this issue was blown away once and all:

Great work NVIDIA!! 60 fps export but the playback is like 220 fps in OV.

Now I can move on with the Crowd Sim tutorial - next step is the path way connections for traffic lights.

Thank you @Richard3D

Pekka

That is really great news ! Not sure what the problem is, but really happy to hear it is working well. Let me ask you this. Are those characters does with an FBX file and “baked” keyframed animation or are they all driven with USDSkel animation data?

Thanks! They are all USD and have USDSkel animation driving the meshes.

Pekka

Thanks for the information.