first off, i'am back online
i was moving from dortmund to wolfsburg (germany) for my new job as virtual media developer
(thx polycount)
now to my problem
i bought myself a new workstation last year and this is bothering me for quite some time now
blenders viewport seems to get really slow if you are working on something with say 500k+ tris
and it gets really slow above 1 million
object mode is ok, i can freely move without problems, but in editmode its really slow
iam running on a i7 2600k with 16gigs ddr3 ram and a gtx570 2.5gb graphic card, so that shouldnt be a problem
i have similar problems in sculptris, which crashes if i go above 4million tris
i have updated all my driver and other updates and iam using fairly recent builds
any clue ?
Replies
A while back I was working on a project that used polygons generated on the CPU (it required some physics processing, so this was unavoidable) and uploaded them every frame. On the 450GTS, any batch over 512 vertices done like this halved the framerate and consumed a full CPU core! 512 and below worked fine as you'd expect. If I manually broke it up into batches of 512, it worked fine, but how am I supposed to work around this? What if next week it's 384? Do I have to patch my game for every single graphics card out there?
GPU manufacturers are straining for more and more performance, and they're only capable of doing that now by making their GPUs less versatile. It's the beginning of a return to the old days when graphics cards were a minefield of performance killers and invisible but framerate murdering software rendered fallback modes.
I for one would like to see a "tools" mode on modern GPUs that disables all of this premature optimization so they're useful for things over than gaming. Perhaps if software could hint what it is, even.
http://blenderartists.org/forum/showthread.php?257323-What-everybody-needs-to-know-about-Blender-Viewport-performance
textured & solid mode are around the same, with wireframe mode i get a slight boost, but still not good enough to work on it
desktop
same model runs like a boss in maya (until i enable the smoothing shader)
helped a bit, but still too bad to work with
btw: i copied the mesh something like 15 times in object mode, 15M+ tris, still running relatively smooth
Nvidia Fermi cards are pretty slow in all programs that have an OpenGL viewport and to make things worse, VBOs are not supported in Edit mode currently.
There really isn't much you can do aside from using fewer iterations of subsurf in edit mode and making sure that VBOs and Double sided is off for each mesh when in Object mode.