Everyone does, but it’s not always possible. Blender isn’t fully designed to be realtime like a game engine. If you want fast playback, you may need to temporarily disable some stuff when animating.
You would likely get better results, but don’t expect perfection, especially considering your current hardware is by no means bad. Hardware is half the solution, knowing what causes bad performance and how to avoid it is the other half. I am thinking your scenes and render settings are likely in need of some optimizations, though it’s hard to tell what is needed without having seen the files.
If you consistently make videos of this scope, I would say having good hardware is totally justified in your case, so do get it if you can. Just don’t use it as a crutch to brute force bad practices.
Vram doesn’t really help with performance, it’s all about how big of a scene you can render. You can render a scene as long as its memory consumption fits your VRAM. If it exceeds it, the render will crash and you won’t be able to render the scene because it’s too big.
Rendering barely uses the CPU. Maybe you would have faster build times before the rendering starts if you had a better CPU.
Since Blender 4.2, the new Eevee can use multiple CPU cores to built shaders faster, so that’s probably the place it would help most.
If your scene still fits your VRAM, it’s still far from maxing out your RAM (your RAM is bigger than your VRAM). You most likely have never run out of RAM in Blender, not even close. I have an older computer with 16 GB and have never run out of RAM, even on rather heavy scenes.
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I am going to make a guess on what the performance problems might be based on the video you linked.
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In that video, you are using a lot of light sources. Eevee’s shadows are done by basically re-rendering the scene from the viewpoint of each light and shadowing what’s hidden from view. So, using a large number of lights in Eevee causes a direct and predictable performance hit, because it’s like the scene needs to be rendered multiple times, once for each light that’s visible to the camera.
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I see volumetric fog. That has a performance hit. Maybe you could first set it up, then temporarily disable it in the viewport while doing the animation? Or at least temporarily lower the volume resolution in the render settings (ex. use 1:8 instead of 1:2).
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You are talking about high polygon counts. Eevee is sensitive to that. Eevee is a rasterizer, a renderer that works by drawing each polygon on screen one by one. This is faster than raytracing at low polygon counts, but the render’s cost is directly linked to the polygon count in a way raytracing isn’t. And it gets even worse if you have lots of lights, because each one has to shadow the high polygon scene too. If you are using subdivision modifiers, lower all of their “viewport levels” and you will gain back some performance.
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Multiple characters. Each character is skinned to an armature and that’s a modifier, it has a performance cost. It might not be possible to get perfect performance with multiple characters. You may need to disable one when working on an other.
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You know what might avoid a lot of those problems? Using Cycles. This may sound a bit weird, but with the hardware you have and the type of scene you render, the Cycles viewport preview might very well be faster or at least more responsive than the Eevee preview, though it would be noisy instead of being slow. I am not certain this will be the case, you will have to try.
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You have an RTX card, which can use raytracing acceleration.
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Cycles doesn’t suffer as much from high polygon counts, because it doesn’t draw each polygon individually, rays of light only need to know about what they hit.
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Cycles doesn’t individually shadow every light. Instead, it splits the effort between lights, causing noise instead of taking longer to complete each sample. If you are using hundreds of lights, Cycles will probably have a better viewport preview as Eevee is crippled but Cycles isn’t.
The volume fog is very heavy in both renderers, so you would have to disable it in Cycles too for a fast preview.