# Baked Texture Animations to Reduce CPU Usage with Many Concurrent Animations

**URL:** <https://forum.babylonjs.com/t/baked-texture-animations-to-reduce-cpu-usage-with-many-concurrent-animations/43244>\
**Category:** Questions\
**Created:** [August 11, 2023, 3:45pm UTC](https://forum.babylonjs.com/t/baked-texture-animations-to-reduce-cpu-usage-with-many-concurrent-animations/43244 "2023-08-11T15:45:55Z")\
**Posts on this page:** 1\
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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [August 18, 2023, 9:48am UTC](https://forum.babylonjs.com/t/baked-texture-animations-to-reduce-cpu-usage-with-many-concurrent-animations/43244/3 "2023-08-18T09:48:27Z")

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No, baked texture animations are more limited than normal animations; you can’t have several animations applied to the same mesh at the same time, so you can’t have transitions (unless the transition is an animation itself and not a blend!). What’s more, there’s no interpolation between frames, so the animation may appear a little choppier, depending on the framerate.

You may find this thread interesting, as @oriongu had the same problem as you:

> [@Baked Texture Animations with Animation Groups?](https://forum.babylonjs.com/t/baked-texture-animations-with-animation-groups/32518/13):
>
> Hi @Evgeni_Popov, I was looking to integrate vat animations into my project but was wondering what are the benefits? With a standard async import of 100+ entities, I get similar fps to your playground example? And that’s with 0 optimization, I’m sure I could improve that number. Hopefully, my question isnt too silly slight_smile

And the doc:

[https://doc.babylonjs.com/features/featuresDeepDive/animation/baked\_texture\_animations](https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations)

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