Thank You, edited post
I guess asking for DirectX vieport for windows users isnât appropriate thing to ask for open source multiplatform app))) but i canât deal with it, openGL in blender with wirframe mode starts to choke at ~50k polys, while nitrous in 3ds max can handle 1.5+mln poly model editable in wireframe mode with soft selection turned on, you can apply relax with a few dozens of iterations for a whole mesh and it will handle it.
Clown pass!
Actually, I saw a video recently where someone was showcasing that if you hold down Alt key while clicking a checkbox on multiple selected objects, it will apply to all of them
This isnât a DirectX/OpenGL thing, really. Itâs mostly because Blender uses a very old version of the OpenGL API.
I see in my work 3dsmax all days and itâs not possible to make a simple retopo with a 180k tris mesh, meanwhile blender can do it with millions. And I have had assets with 240 millions of triangles in total in blender using multires and works perfectly.
PD: I have test blender, a sphere with 8 million of triangles and run perfectly in wireframe mode.
Profiles in houdini are really usefull.
And in Blender 2.8, you no longer have to hold the Alt key to edit multiple objects at once (it is now the default behavior as far as values go).
As for DirectX, that will mean a huge amount of new code for developers to maintain because it would only apply to Windows users (and as mentioned, 2.79 has ancient drawing code that is receiving a huge update in 2.8).
You are doing something wrong. Check that you are using nitrous in Dx11 mode(of course if your videocard supports it, otherwise you can try Dx9 but not opengl or software).
Here is the test that i made, the video is short and there is no audio, but i guess itâs pretty straight forward.
WARNING - Poligonal nudity!
Although example may be extreme but still⊠the difference is dramatic.
He was talking mainly about retopo and I can confirm this. While 3ds Max viewport performance is indeed a lot better in mesh edit mode compared to Blenders, 3ds Max retopo performance (the retopo tools in the ribbon) is so incredibly bad itâs borderline impossible to retopo any mesh that doesnât fall into lowpoly category.
It depends on what you are referring as low poly, it can handle 50-60k meshes which is ok for gamdev. 3ds max graphite tools arnât that great true(poly strips are yuck, but step build is fine), but people use wrapit, topogun, 3d coat, pretty much like in blender people using retopo addons as well.
The problem is not the wireframe view, is the edit mesh mode.
Well thatâs the dealbreaker for me. Above about 100k, it becomes unusable, but that is the most common use case of retopo - to take complex mesh, and turn it to a game ready mesh with game-grade amount of polygons.
If you already have a lowpoly mesh, then retopo usage is limited to just cleaning up topology, yet the most common use case of retopo is actually taking high poly meshes and turning them into lowpoly ones
The Viewport performance of blender and max differs a lot in highploy scenarios. I worked at a studio for more then six years mainly using 3ds max.
The viewport performance is sadly in most scenarios much better in max than in blender, no matter if its the old directX10 driver, nvidia quadro performance driver or now the nitrous viewport (based on dx i thing).
If you got just one object with millions of polys, Blender might be faster.
If you had only a few objects but with alot of polys, Blender is on par with max viewport.
Even entering edit mode in Blender then is faster than entering Polyedit in max (of course tested without a long modifier stack to compare the same)
But if you have many objects (hundreds of objects and a polycount 30-40mio), Blender will slow down dramatically.
Just a simple object selection in the viewport will take many seconds in Blender then.
Orbiting will become a pain to. In max you can deal with thousands of objects with allmost no delay while selecting stuff and orbiting is still supersmooth.
I really hope the dependany graph and the workbench project will solve those perfomnace issues.
But i am a little sceptic here to be solved soon, seing so much focus on eevee not touching old issuesâŠ
This is true that blender cannot be used in big production because of performances.
Ton said people have to use linked assets, but blender needs to be stronger!
A little test !
30 000 cubes with 100 vertices each.
Blender 2.79 and 2.80 have the same performances, 1-2 fps.
Maya 200 fps.
On some object with millions of tris, blender is much better on 2.8 and almost the same result as maya.
I hope the dependency Graph will give blender better performances.
Note that in edit mode, 2.8 is much better when we dont move vertices, but to move around the object.
Will be great some explanation about this issues by some developer with knowledge about it
I think you gotta ask Sergey heâs the one in charge of all this stuff. Or maybe Bastien ? He was working on scheduler recently.
Would resolving this be just a matter of the devs. adding support for viewport hardware instancing, or does this need optimizations in the drawing of many objects in general?
I wouldnât consider viewport performance issue as officially carrying over to 2.8 yet (still a lot of work to be done and that might include the viewport). However, if Blenderâs viewport does remain slow in important areas, then the BF shouldnât be surprised if 2.8 doesnât add the program to as many pipelines as hoped.
Itâs interesting that I have near to 20-30fps in taht scene in blender 2.79, and only 1-2 fps in blender 2.8
I have amde a test fbx with 36000 cubes and load in different programs⊠Except maya any of them could move the scene without problems. My PC have a 1060
- Maya 2018, fluid, more than 60fps
- Blender 2.79, fluid but a few slow, under 30fps
- 3dMax 2018, fluid but a few more slow, under 30fps
- Houdini, slow, under 1fps
- Modo, crash when I tried to import the FBX
I don-t see that blender has real problems.