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  • Published 24 Aug 2020

level of detail and performance

Hi Pablo, i know Blender is not a game engine and especialy not Unreal, but it would be really usefull to bring back the level of detail functionality, especialy for viewport performance to control both mesh density and shader complexity especialy, it would be nice to have it working on particles instances and collection, both particles instance and shader are very taxing for viewport in eevee, but i truly think overall having a level of detail will improve the performance for both eevee and cycles and allow us to be more creative, here is a scene i made in upbge, performance in viewport with shader and light are especialy bad, meanwhile i can do much more demanding scene in Unreal runing 30-60 fps no problem. speaking of unreal it would be truly nice to not need to remake our shaders from eevee once in unreal while both use pbr workflow, but i guess i should reach Unreal to make datasmith more compatible with Blender first... the performance in viewport with eevee are truly crucial in order to have a nice fluid experience and allow us to free our mind of technical issues, i hope my message will reach you, Blender changed my life and i'm very thankfull for it very existance, thank you for the amazing work.

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Development Status: Open

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mbaessacgartist
24 Aug 2020

4 Comments

Kenzie

If you need to speed up viewport preview you can use instancing on things and use "display as bounds". If you keep assets as collection instances you can model low-poly proxies which are viewport only and higher poly ones that are render only. If scenes are getting too heavy to visualize for animations that's pretty much the most effective way to smoothly navigate the scenes. Game engine auto-lod systems are usually a mess under the hood and game engines usually work on assumptions about the asset data being static in nature, blender cannot make this set of assumptions.

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mbaessacgartist Author

* @Alex * thanks for the answer, i better understand now, the thing is i really like working in realtime and having the final look in viewport, once you taste it, cycles, even knowing it get better look just seems bad in comparaison, i just can't go back to offline full path traced rendering yet, maybe once i get one of those new rtx 30 series, and a new pc.

mbaessacgartist Author

* @Alex * Also since Unreal and Blender have a bridge now, what about material compatibility ? from eevee to unreal, they are both PBR, why can't we juse transfer our project in Unreal and get our eevee material working directly in Unreal?

zaharfebruary

You know, in this scene you have two dominats (orange stuff and the pole). I its not good i suppose.