t is number of actors * number of bones per actor.

A decent number of bones per a humanoid character would be …

2 upper leg bones + 2 lower leg bones + 2 feet bones + 2 toe bones + 30 finger bones (3 bones per finger) + 2 upper arm bones + 2 lower arm bones + hip bone + 3 spine bones + 2 shoulder bones + 1 neck bone + 1 head bone = 50.

The number can go much higher. For example, highly detailed models in Guilty Gear Xrd Sign have up to 400 or 500 bones.

So, for 24 characters onscreen you could easily have 1500 bones active.

Here’s a thing, though. Those bones are not necessarily represented as a full-blown game objects, and might not be stored as matrix transform driven by animation. Meaning, you might see a 20 characters, but have no “bone” objects on screen. Of course, if you have 20 ragdolls, then you’ll have 18..20+rigidbodies per character (because it is unlikely that fingers will be driven by ragdolls)

But either way 1500+ matrix multiplications on modern system is cheap. Now, if you want to have few thousands characters onscreen, optimization techniques will be necessary.

 

I remember Crytek’s Ryse saying each character had 770 bones (at full LOD), with the faces having 260 alone. Though this is Crytek we’re talking about.

 

I know ~120 bone characters work in unity/ios, if that helps.

 

 

외국애들이 떠드는걸 봐서 확실히 다 다르지만... 기본 50에서 대략 보편적으로 100개로 잡아보자..