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Carnegie-Mellon University database performance

ACL Plugin v0.4.0 ACL Plugin v0.3.0 UE v4.22.2
Compressed size 74.42 MB 74.42 MB 100.15 MB
Compression ratio 19.21 : 1 19.21 : 1 14.27 : 1
Compression time 5m 10.57s 6m 24.59s 11m 11.17s
Compression speed 4712.83 KB/sec 3805.81 KB/sec 2180.80 KB/sec
Max ACL error 0.0968 cm 0.0702 cm 0.1675 cm
Max UE4 error 0.0816 cm 0.0816 cm 0.0995 cm
ACL Error 99th percentile 0.0089 cm 0.0088 cm 0.0304 cm
Samples below ACL error threshold 99.90 % 99.93 % 47.81 %

ACL was smaller for 2532 clips (99.92 %)
ACL was more accurate for 2501 clips (98.70 %)
ACL has faster compression for 2534 clips (100.00 %)
ACL was smaller, better, and faster for 2499 clips (98.62 %)

Would the ACL Plugin have been included in the Automatic Compression permutations tried, it would have won for 2534 clips (100.00 %)

Data and method used

To compile the statistics, the animation database from Carnegie-Mellon University is used. The raw animation clips in FBX form can be found on the Unity asset store here. They were converted to the ACL file format using the fbx2acl script. Data available upon request, it is far too large for GitHub.

  • Number of clips: 2534
  • Sample rate: 24 FPS
  • Total duration: 9h 49m 37.58s
  • Raw size: 1429.38 MB (10x float32 * num bones * num samples)

To measure and extract the compression statistics, the provided commandlet is used along with a python script to parse the results.

The ACL Plugin uses the default settings with an error threshold of 0.01cm while UE4 uses the Automatic Compression with an error threshold (master tolerance) of 0.1 cm. Both error thresholds used are suitable for production use. The 99th percentile and the number of samples below the ACL error threshold are calculated by measuring the error with ACL on every bone at every sample.

ACL and UE4 both use separate methods to measure the error and both values are shown for transparency.