Were all these people very close together, or spread around the airport ? FSX automatically disable animations for small objects after a certain distance, so if many people are spread apart, they might not impact so much, because only the closest ones will have working bones.
Hi Umberto,
Some close together, some a bit further away. Actually it doesn't matter too much.
One can save an animation sequence with minimal number of keyframes and of course with thousands of them, that can be an overkill. If optimally done, FSX animations take very small resources, as you know.
It is the number of draw-calls that really matters and skinned stuff, people, whatever take a single draw-call if uses a single texture.
Of course I did tests before adding all those animations and even if they are at the same ref-point, together, the impact is miraculously minimal.
BTW, it doesn't matter regarding speed and resources if the animation is skinned or simply key-framed in 3d, because in fact skinned animations work faster in FSX, as the bones in the hierarchy get rendered in a single draw-call.
Sorry to say, but you are a bit wrong about 'closest ones will have working bones'.
The SmallPartRejectRadius=x setting, which is equal to 1 by default, takes care of all animations too, and they will be rendered until the texel-based boundary is crossed.
If you make a human with 'normal' size, the skinned animation - as an average on an average screen resolution - is still working in 2-2.5 miles from the user's plane, just as non-skinned animations would. They disappear, when no pixel quantity remains to render or when the mentioned Radius setting is crossed.
There's another 'secret' to this stuff, namely the texture size and use of mipmaps for skinned animations, as bones will not be rendered if not enough pixels are available to 'skin' them, but it is of course not the real topic here.
regards
Potroh