[quote]I can’t see why you interpolate vertex data in software.
Did I missed something ?
[/quote]
Yes, keyframed animation is heavy on the memory requirements, and if your game is trying to hit 60fps then you can’t realistically store a keyframe every 60th of a second.
Compare Quake1 character animation (@ 15fps IIRC) which isn’t interpolated and looks strangly juddery with Quake2 animation which is.