A short breakdown of the cloth simulation used on Mavrix.
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I was responsible for the main bulk of the cloth sim work, and it was quite frustrating at times to get it to work how we wanted it.
We use a proxy mesh to paint the cloth onto and run the simulation, and then apply this to the render mesh. The render mesh is subdivided to aid in the look of the cloth sim.
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There were many issues with clipping and the cloth getting stuck behind colliders causing the sim to look corrupt/break.
We managed to solve this by editing the physics assets and stacking colliders between each other so the cloth didn't slip through when animating, as well as turning on/off the cloth sim or resetting it on teleporting.
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We did not have the time to experiment with the newer cloth panel editor, which looks like it could have helped with a lot of our issues.
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All the assets using cloth generally sit at sub 1ms, and some assets occasionally creep up to 1.5-2ms on the cpu.
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We also used scrolling normal maps and vertex offset to aid with the effect of the cloth sim, while limiting the cloth sim to mainly the torso area to keep within performance specifications.
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Jon Mills experimented with the scrolling normals and then worked with Bela Lund to get the scrolling normals and vertex offset added to the materials.
Scrolling Normals
Vertex Offset (arm)