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Performance Preview

Weft’s package documentation publishes measured, disclosed-hardware numbers, not marketing claims. Every figure below came from a real timed measurement against the shipped solver code, run on one specific, disclosed machine, and reported as the shipped-build number (the honest one to plan a scene against, since it strips the extra safety checks the Unity Editor runs). This page is a plain-language preview of the headline row. The full performance page carries the complete disclosed tables, the machine specs, and the measurement method.

What Weft costs, in plain terms

Four scenes a buyer actually asks about:

  • One hero avatar (hair plus a garment): about 0.6 ms, roughly 5% of a 90 fps VR frame.
  • A room of 8 avatars, everyone resting: about 2.8 ms, roughly 25% of a 90 fps VR frame.
  • A room of 8 avatars, a hand on one of them: about 4 ms at p95, roughly 35% of a 90 fps VR frame, with zero dropped frames measured in that run.
  • A 10,000-vertex garment spawning in: about 4.5 ms, but only once, at the moment the garment loads in, not a recurring per-frame cost.

What p95 means. A p95 of 4 ms means only about 1 frame in 20 in that measured run took longer than 4 ms to solve. It is a way of describing how consistent a measurement is, not just its typical value, so a small gap between the everyday case and the p95 case means the frame time stays steady rather than spiking unpredictably.

What this means in practice

On the disclosed desktop machine, a small crowd of eight avatars stays under about a third of a 90 fps VR frame even while one of them is actively being touched, leaving the rest of the frame budget for rendering and everything else your scene needs to do.

A few honest caveats worth carrying forward from the full page: these numbers come from one disclosed desktop machine, your own hardware will differ. On-device performance (standalone headsets, mobile) is not yet measured, so do not assume these desktop numbers carry over directly to a standalone headset. Garment sizes beyond 10,000 vertices and avatar counts beyond 8 are not measured and are deliberately not stated here.

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