Engine
--FPS
Frame--DPR--Buffer--GPU--Actors--Approx tris--Active anims--Draw callsn/aAuto runidle
Desktop: WASD + mouse · Mobile: twin sticks · Active = skeletons evaluated every frame
MOVE
LOOK
OSS-engine low-end mobile benchmark

Qin Court · Optimized

The same normalized Meshy characters, Qin court, placements, camera path, controls, resolution policy and frame sampler. This build separates visible crowd size from the number of skeleton animations evaluated each frame.
Potato default18 actors / 3 active
Character GLBs1 primitive each
LightingNo shadows / post FX
ScaleNormalized + 0.01
Preparing engine…
Recommended C107 sequence: 18 actors, DPR 1.0, Active 3 → 8 → all. Then compare the same setting in every engine using Auto 20s, or use the one-click Auto Test from the launcher. Inactive background characters remain visible but do not advance their idle animation.
20-second deterministic camera path

Benchmark result

Run complete · report ready to upload