By my experience:
GeForce Go 6150
GLSL skinning works, however it’s very slow and instability.
GeForce 8400GS
GLSL skinning works.
GeForce7600GT
GLSL skinning works fast.
GeForce9600GT
GLSL skinning works very fast.
CPU skinning:
All vertex data transferred only once per running application.
But matrix data transferred per frame.
GPUA “Graphics Processing Unit” is a specialized circuit designed to rapidly manipulate and alter memory in such a way so as to accelerate the building of images in a frame buffer intended for output to a display. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. skinning:
All vertex data transferred per frame.
Uniform variable capacity is very small.
uniform mat4 m_BoneMatrices[100];
This code works on GeForce9600GT, but it doesn’t work on GeForce Go 6150.
GLSL skinning doesn’t work with MikuMikuDance models because bone size of MikuMikuDance is over than 200.
I divided mesh per 20 bones and at last, it works.
I tried Vertex Texture Fetch like this:
http://www.ozone3d.net/tutorials/vertex_displacement_mapping.php
However, it’s too hard for me.