Sculpt mode needs to be responsive.
Light cache of a probe takes some time to be computed. An update would start at each brushstroke.
EEVEE quality can be pushed far enough to expect this kind of attempt to be unusable.
Dyntopo works with EEVEE. But in order to be dynamic, dyntopo ignores materials. So, you can only sculpt grey objects in EEVEE.
But we can expect a usable workflow where we could make several sculpt strokes with workbench solid display and quickly switch to EEVEE, wait 1 or 2 second and check EEVEE result ; and then go back to solid display to continue sculpting session.
Currently, you have to go back to object mode to see updates of geometry+material.
But I doubt that would stay as is.
I don’t really know if it fits in this thread, but someone is developing a vertex gradient for proportional editing, and this is great, and very useful, hope this will be soon in Blender :
I opened my scene with animation and a lot modifiers in 2.79. Then press play animation, and I have 30 fps.
I opened my scene in 2.8, and play animation, and I have 2-3 fps. Then I turning off all modifiers visibility in viewport and fps up to 26. Then I apply all modifiers, I selected all objects and converted they to mesh (Alt+C > Convert to mesh). Then My fps increase up to 35 fps.
In 2.8 modifiers very much reduced performance.
sorry for my English
Well that is not a good sign… the benchmark is a very good idea !
On the other hand, since the Spring team is -supposedly- using it in production right now, they probably noticed this slowdown on their own, so I imagine that’s being worked on.
Have tested alpha build. It still has massive performance issues with 100k meshes and above. Is there any news about performance fixes?
For some reason I have a feeling that lot’s of artists don’t see problem with performance because they use 2.8 for viewing not modeling (at least not for High poly HSM modeling).
Until now, the reason why there’s not much modeling and scene assembly in 2.8 is because it’s just been too unstable with too many bugs to do so.
Now we are seeing a shift towards smaller tasks, stability, and bugfixing. The calls to improve performance for important tasks will increase very soon.
Regnas
(• I don't speak English "by default", so... )
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Most of the viewport performance issues in 2.8 are coming from the overlays, and that may not be an easy fix… Other than that, I was able to achieve a lot more smoother strokes in 2.8 when sculpting on hi rez meshes, than 2.79.
So
There is of course some truth to it, but even calling them rules is too far fetched for my taste. That’s the kind of bullshit I often have to waste time with, because I have to explain to customers or project leads that just because it is catchy does not mean you should apply it as written and it does often not even make sense for your use case. Most people who need to care about this sort of stuff already know it! For the ones who don’t know it yet, it is way too oversimplified. And everyone who does not need to know it is mislead.
Except for a little entertainment with a catchy thing, there is very little value to it.