Optimization
Hello. I’m new here, so if I’m posting in the wrong place, please don’t get angry :slight_smile: I work for UPBGE, but it’s basically the same thing. I have a question for the developer. Question: 1.Does blender (Eevee) have rendering optimization methods? I’m talking about Frustum Culling and other Cullings (Backface, Occlusion etc), Streaming 2. Why is blender so bad with animations at the moment? The load on the system is massive. This applies to everything that affects the mesh. (If we talk about UPBGE, then the load on the Depsgraph of the inode is simply colossal) 3. Is it planned to introduce VAT (vertex texture animation) 4. Are there plans to add any methods to optimization? 5. Do you think about returning BGE support because many people continue to study it and create games. I think he has potential. It would be great to just at least keep in touch between the UPBGE community and the developers of blender
7 Comments
This is indeed not the right place.
Most of the questions you have about whether Blender have or plan to have X or Y feature can be answered by searching the manual (for what exists) and projects.blender.org for what is being worked on by the devs. You can also check the developers' blog at code.blender.org where they often post things like development projects and roadmaps .
Cycles have some culling options under the Simplify tab:
Eevee doesn't have these options, though, as it is a raster engine , I'm pretty sure objects out of camera aren't calculated at all, and shading effects like AO and reflections are screen-space. See Limitations — Blender Manual .
But I think you can make it with GeoNodes if you want.
Back facing is available in both Eevee and Cycles. Occlusion (as in, not rendering objects behind others?) happens only in Eevee (raster engine again). But again, if you want that in Cycles, I bet some GeoNodes can do it.
No data streaming I've ever heard of
Performances in animation have been greatly improved in the past years and might see even more changed in the near future as part of the Animation 2025 project .
I haven't seen any mention of VAT on the project page, so I doubt it is planned or even discusses. Plus it doesn't seem to be a widely spread technique to begin with, in my search I found mostly posts about it from SideFX (Houdini) for UE5.
I have found this proposal on RCS that seems related? Introduce "Timer node" and "Morphing node" (Vertex texture animation) — Right-Click Select
But if not, feel free to make a well documented proposal here for Blender to include this, with details explaining what it is, how Blender would implement it (that includes creating and using VAT).
Blender's performances are constantly being worked on.
I think this third-party post sums it up pretty well. But in short: No.
Nothing prevents either part of doing so. But I think they don't really have much to keep in touch about, at least for now: they do not work on the same thing. Blender devs make a 3D creation suite, UPBGE devs make a game engine. That is based off Blender, but it still means that they both what different interests.
Although I do not know UPBGE, I would NOT assume it is the same as Blender. Being based off Blender doesn't mean UPBGE is picking up every feature and fix that happens on Blender, nor that things like performance - and how to handle them - are the same.
Thanks for the answer. I asked these questions here, at the request of the blender developers themselves who directed me from other chats here :) So I don't know where else to write. UPBGE is the same blender but with an integrated BGE engine with updates and fixes. They are completely interchangeable. UPBGE continues to be updated along with blender. Latest version 0.36.1 based on blender 3.6.2 Yes, some blender things don't work while the game is running, but UPBGE does all the blender's work. I don't see any reason why blender developers shouldn't just use UPBGE as a base :)
@user02: VAT required only vertex offset (and normal offset) and vertex offset is already implemented in eevee-next. And VAT baking is already avaliable through addons.
Render engines, used in blender, in not a game-ready. In things like
Cullingwould be used, shadows going to be corrupted since it is a real time renders only.But this technology will still make sense. For example for objects without shadows. In addition, this can be solved with some tricks. In UE, for example, there is a concept of how objects have Bounds. You can increase it so that the object appears before you see it or its shadow. It also makes sense for scenes with baked lighting.
Full ray tracing breaks any such optimization
In this case, I'm talking about Eevee and not Cycles