[Bf-cycles] Possible faster (x2) Viewport Border rendering complex scenes
David Black
db4tech at yahoo.co.uk
Mon Apr 15 12:48:02 CEST 2013
*Speed test results:*
Found forgot to save the 'Speed Test' blend file on the Desktop PC with
twin GTX 580, so just carried out all tests again.
*
**/Pre Optimization Results:/
****Border render small square top right of viewport complex scene:*
2 GTX 580 (20.69 seconds), GTX 580m (29.03 seconds)
*Same border region moved to bottom left of viewport:*
2 GTX 580 (3.94 seconds), GTX 580m (15.05 seconds)
**************************************************************************
/*Post Optimization Results:*/
*
Border render small square top right of viewport complex scene:*
2 GTX 580 (2.93 seconds), GTX 580m (12.28 seconds)
*
**Same border region moved to bottom left of viewport:*
2 GTX 580 (2.95 seconds), GTX 580m (12.37 seconds)
Think it is safe to say the results speak for themselves!
Only one area you may want to take a quick look at, not important,
purely esthetical. Notice there is a 1 pixel gap above the viewport
render status bar (not noticeable when it was semi-transparent), not
sure if this is deliberate?
Now the status bar is opaque due to optimized OpenGL draw routines,
would a slightly lighter shade of grey help blend with the rest of the
interface, guess a darker shade was chosen due to its previous
semi-transparency nature. Alternatively, if use the region overlap T and
N panels draw routine, I notice when they are visible it has a small
impact on new border render performance, about 1 second slower.
Personally, speed is preferable to appearance and do not mind an opaque bar.
Thank you again.
David
--
3d-designs-davidblack.blogspot.com
<http://www.3d-designs-davidblack.blogspot.com>
On 14/04/2013 22:54, David Black wrote:
> Wow that was quick!! Thank you!
>
> Your solution sounds fantastic, asked about wireframe not knowing you
> would be able to update just the render region. With your method I can
> imagine at least a 400% speed increase on the scene I tried.
> Understand OpenGL will need to update the viewport when other changes
> are made.
>
> Greatly looking forward to testing commit, will provide a GPU speed
> comparison.
>
> Thank you for your replies (Light leaks plus this topic).
>
> David
> --
>
> 3d-designs-davidblack.blogspot.com
> <http://www.3d-designs-davidblack.blogspot.com>
>
> On 14/04/2013 22:42, Brecht Van Lommel wrote:
>> I've implemented this optimization and committed it to svn, the OpenGL
>> object drawing is skipped now while the render is refining. I didn't
>> benchmark it with GPU render yet, just tested on the CPU.
>>
>> It still redraws the OpenGL objects while you're editing material and
>> render settings though, so it's probably not quite as fast as having
>> no border render. But there's no way around that really, until we have
>> a smarter system to detect which edited properties require a 3d view
>> redraw and which don't.
>>
>> Brecht.
>>
>> On Sun, Apr 14, 2013 at 10:01 PM, Brecht Van Lommel
>> <brechtvanlommel at pandora.be> wrote:
>>> I'm not sure drawing with wireframes is the right solution, this can
>>> still be slow. Probably it's possible to only redraw the area inside
>>> the render border and leave the area outside unchanged, which would be
>>> even faster. I'll look into it, we already do partial redraws for
>>> sculpt mode so it should be possible.
>>>
>>> Brecht.
>>>
>>> On Sun, Apr 14, 2013 at 7:08 PM, David Black<db4tech at yahoo.co.uk> wrote:
>>>> Hi Brecht,
>>>>
>>>> Possible Faster Viewport Border Rendering Complex Scenes:
>>>>
>>>> Nothing to do with my previously mentioned half resolution option for faster
>>>> Viewport rendering.
>>>>
>>>> There may be a way to speed up viewport border rendering for complex scenes.
>>>> While preforming some tests, I noticed on complex scenes, where only a small
>>>> area of the viewport is selected for border rendering, there is a huge
>>>> render speed difference dependent on what is displayed in the rest of the
>>>> viewport presently not being rendered. Tested in camera view with 2 GTX
>>>> 580's and on a Laptop with a GTX580m.
>>>>
>>>> Test Method:
>>>> Selected a small region (top right) of the viewport for border rendering on
>>>> a complex scene, moved the same region around different parts of the
>>>> viewport and noticed a huge render speed up when complex areas of the scene
>>>> not presently being rendered are moved outside of the viewport view.
>>>>
>>>> It seems solid OpenGL drawing the rest of a complex scene while border
>>>> region is rendering is the culprit, could having the rest of the scene draw
>>>> in wireframe mode only, instead of solid, outside of the border render
>>>> region provide a faster viewport border render for everyone?
>>>>
>>>> Results:
>>>> Border render small square top right of viewport complex scene:
>>>> 2 GTX 580 16 seconds, GTX 580m 32 seconds
>>>>
>>>> Same border region moved to bottom left of viewport:
>>>> 2 GTX 580 5 seconds, GTX 580m 14 seconds
>>>>
>>>> Thank you for your time,
>>>> David
>>>> --
>>>>
>>>> 3d-designs-davidblack.blogspot.com
>>>>
>>>>
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