Blender Edit Mode Performance

It is a major bottle neck for sure!

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Just tried to use proportional modification on a 3 million polygon mesh, and it was unusably slow (2-3 seconds between each frame).

However, switching to sculpt mode and using a brush for a very similar operation, it remained silky smooth.

Guess they need to find someone like Pablo Dobarro who actually cares about the specialist area he’s working in. But how often does someone like that come along?

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Disregarding the many things we might miss in terms of what needs updating in sculpt mode vs edit mode, I do find it interesting that proportional edit has the same speed if one vert is affected vs all the verts.

It’s slow af (pardon my french) in maya as well, but it’s getting way slower the more vertices are affected.

every time I use proportional edit, I can feel the disturbance in the ram, as if millions of bmesh data structures cried out in copying and then got suddenly deallocated.

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Yep :smiley: bmesh data is where I put my “let’s learn the blender API” journey on hold, last time I tried.

I’m not really doing anything where precision is essential so I most often just resort to sculpt mode instead of proportional edit. Especially if it’s a multi-million poly object.

Curious to see when performance work resumes (and for how long).

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Millions cry out in pain as you wiggle one to the right, then to the left

Just out of curiosity, can you show an example of a multi-million poly object that you need to proportionally edit?

just try out yourself, subdivide a cube and use proportional edit on it.

That is not a real example.

I dont understand, why not?

Had a bunch of statues on Jupiter Ascending which needed proportional editing, Kong and Godzilla was a single mesh for many shots, there were heaps of set elements in Guardians 2 which where 10-20M decimated meshes each, no DSP… I can go on for weeks.

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That is just trying to push the limits. I have never had the need to work on multi-million poly objects or know anyone who does that, in straight up poly modelling. Seems very inefficient to work with that amount of polys outside of sculpting.

maybe for some highly detailed environment (mountains and stuff on a large scale)

I will quote my own post from a few 100s replies above as a simple example.

There’s no need to go into the millions, just 500k starts getting laggy. I don’t think anyone needs to prove that this is a problem

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A subdiv with two or three iterations slows down on something more difficult than a cube. Operations like loop cut start to lag noticeably.

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I’m guessing it doesn’t matter if you are translating a single vertex or multiple vertices. You’ll have to travel through the full list of mesh components either-way.

The bottleneck likely exists in a different part of the task then.

Campbell will be occupied with Asset Browser project for 2.93 release, so there is no way in hell edit mode performance will be worked on any time soon.

My last conclusion is that the delay could be caused by GPU related stuff (Vulkan?), but for some reason there was no public announcement about it.

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As of now yes. My point was mainly that it’s where things could be optimized ( like outlined in the fast highpoly editing task )

Partial Geometry Updates

Support updating only modified geometry when transforming vertex coordinates.

Seems like maya is doing partial updates. Still super slow but every inch counts right? :slight_smile:

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It is a good question. I have confidence there will be traction on this. There has to be if Blender is going to level up. I think it is good to keep it a part of the conversation.

Ok, I had my first “edit mode performance issue”. A 23 million faces CAD model received from a client and it’s really, really slow to work at even with a 3900x and 32GB ddr4.

It’s easier and faster to reconstruct the model with a lower face count but it’s time lost either way.

This sould be top priority.

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