Jittered DOF is relatively useless though, as none of the render passes include the over-blur.
Longer term planning
- Currently we have 3 bigger projects running that are related to each other.
- Viewport compositing and needs Metal backend to run on Apple devices as both projects rely on compute shaders that aren’t supported on Apple/OpenGL.
- EEVEE-Next needs viewport compositing for the Bloom effect.
- Due to these reason they will be released at the same time. We don’t expect EEVEE-Next and Metal backend to be ready for Blender 3.4
- Viewport compositor could be an experimental feature in Blender 3.4 on supported platforms.
Awww oh well, at least they’re taking the time to get it right
Lukas is working on improving library for calculating tangents that among others will speed up EEVEE.
The patch should land rather soon:
Let’s hope this patch lands soon:
And it is in now.
To note, the primary way it speeds up Eevee is the optimizations it does to the process of initializing and then generating the normals (which will be noticeable during the activation of Eevee as well as when modeling or authoring shaders). It also means a slightly faster startup time for Cycles when the rendered view is selected or F12 is pressed.
Does this optimization make this faster normal map node setup obsolete?
Whats stopping you from testing it?
78k skeletal mesh (on RTX2060 and i7-9750)
2.93 solid view - 40 fps
2.93 eevee - 6.5 fps
2.93 eevee gpu normal - 38 fps
3.4 solid view - 40 fps
3.4 eevee - 22 fps
3.4 eevee gpu normal - 38 fps
Its significantly faster, but it still not possible to animate at 60fps and optimized normal map is still faster.
In comparison same exported (baked) animation with same model in Unity have 1300 fps.
For the 10,000th time it must be said: Comparing any DCC to a game engine in such matters is apples and oranges. Different tools, feature requirements and goals. Blender’s viewport is way faster than c4d’s viewport, and I suspect competitive to other DCCs.
Chill man. I just pointed where roof is in terms of animation playback.
We could have realtime playback in blender and eevee, we “just” have few things
as i mentioned before:
we could use some king of animation caching
and eg. gpu skinning (eg afaik upbge have gpu skinning) or tangent calculations on GPU
or even something more versatile like animated mesh caching like in T73481
anyway we are going offtopic, so lets better go back on track:
EEVEE-Next: Port to new Draw Manager
what is new Draw Manager?
6.5 fps to 22 fps, while not perfect, is for sure worth celebrating
what is new Draw Manager?
From D15817: This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
More nodes for realtime compositor are merged into master.
- Dilate/Erode: https://developer.blender.org/rB633117669bcec0f5320cb88443d12b6661bc4886
- Blur: https://developer.blender.org/rB04ae0fe46ba1f08ef141a051187bea3763afda8d
- “Furthermore, there are a number of optimizations that can be implemented, the most important of which is the IIR implementation of the Fast Gaussian filter, as well as the use of hardware filtering and thread local memory. The latter of which was attempted but was not robust enough, so it will be submitted as separate patch.”
- Scale: https://developer.blender.org/rB0fd39da3a96adfe30e5260f72ecc8c6d8b68b98f
- Pixelate: https://developer.blender.org/rBac66a819c14265ee3e0f48e4cb54b6c10b7fb064
- Bokeh Blur: https://developer.blender.org/rBf4e5a8654487ef8b66cf5fb2ca3f4d66cb207618
- “The patch is still missing the Variable Size option because it depends on the Levels node, which is yet to be implemented. In particular, it requires the computation of global texture properties like the maximum color.”
Dilate/Erode was merged last week but the others are merged in the last few hours, so they will be available in tomorrow’s daily alpha build.
Very excited for better normal map performance and Shader displacement
EEVEE Next realtime cryptomatte has been merged.
Yea, especially that its not only for eevee but it also speedups blender all over the places like modeling(?) and cycles.
Nishita Sky texture support for EEVEE has been merged into master.
Sun Disc is currently not supported because it’ll need special handling - on the one hand, I’m not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won’t actually cast sharp shadows anyways.
I guess we’d want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn’t match that.
Anyways, that can be handled later, the sky itself is already a start.
Oh, for some reason it recompiles shader when values are changed .
Miguel Pozo, the main developer of Malt (an NPR engine for Blender ), joined the GPU/Viewport module: https://devtalk.blender.org/t/3-october-2022-upcoming-finalized-at-18-00-cet/25976
- Miguel Pozo , NPR enthusiast, starts a development grant remotely to help the GPU/Viewport module.