Paused before potential out-of-memory crash

Does animation still exist?

Of course, but you can check it yourself in the last playground i pasted

I tried to play the animation, but the FPS was very low

https://playground.babylonjs.com/#P4MFKM#2

My upgrade from 4.0 to 4.1 did not reduce the size of the packed file, but increased it. It does not improve the performance of running, but reduces the quality of rendering and the effect of model display. Maybe I change my code and set some environment variables.

Not sure what you mean with low FPS
It is running the animations at 60 FPS.

Maybe you can describe what you are trying to achieve, and we can help better

image

Note that this code in InstancedMesh.constructor:

this.animations = source.animations;
for (var range of source.getAnimationRanges()) {
    if (range != null) {
        this.createAnimationRange(range.name, range.from, range.to);
    }
}

is new in 4.1.

So, if you did something similar on your end before 4.1, you don’t need (should not) do it anymore.

1 Like

And that is the reason the never ending loop occurs. Rendering should not be affected by that


I only have 8fps

8 fps using this link: https://playground.babylonjs.com/#P4MFKM#2
?

I’m at 60fps too, and I don’t understand how it can be so low:
image

Only 8 draw calls and 676 faces, that’s nothing.

Are you sure there isn’t something else running in the background?

Maybe try to close/reopen your browser / try with another browser.

Seems odd. Try checking for performance issues in your debugger, see what takes the processing time.

Sorry, there’s something wrong with my Google browser. He can’t run properly only in compatibility mode. It’s the compatibility mode that causes poor performance.