Hi

With software transform it's slow if you use heavy model with a lot of bones 
per vertex. Hardware transform is much faster but require limitation on maximum 
bones influencing single vertex
You should try to reduce bones-per-vertex count to some reasonable value like 
4-8, use indexed mesh to avoid transforming duplicate vertices multiple times, 
and in general use low-poly mesh and then tesselate it or add details with bump 
and displacement maps if needed.

Cheers.

17.02.2013, 03:59, "Peterakos" <[email protected]>:
> Edit  for the last question:
> If i face such difficulties with only 1 character, how do the modern
> 3D action games work ?
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