powerful and simple algorithm which eliminates the lag when editing heavy and dense geometry models
When we have to elaborate a dense geometry of polygons, to avoid the annoying lag, we use to select the geometry that we do not have to process and we hide it, so the model immediately becomes light to edit.
So why not use an algorithm that does this automatically?
Here is my proposal: An algorithm that selects and hides the unaffected geometry and maintains a temporary feedback of the geometry with the buffer of a fake geometry, a rasterized image of the geometry that will remain "fake" so as long as we are modifying the geometry that interests us.
The algorithm must also contain a function that monitors the presence of lag from too heavy geometry and will activate this function if there is a lag of performance
(edit) for a better explanation
when this algorithm hides the true geometry that is not affected by editing and temporarily replaces it with a fake geometry that is a rasterized image, The part of the model that is edited is easily lightened because much of the true geometry is actually hidden, in fact, many less polygons are processed when editing the model.
this process takes place automatically and without the user noticing, the final result would be a heavy geometry object that apparently seems light to edit.
I think this small feature could revolutionize performance a lot
5 Comments
This could work as a clever caching trick, but you'd have to regenerate your cache on every view change... If I'm understanding your proposal clearly, this is (I think) what already happens under the hood with with OpenGL's drawing buffer. If that's the case, then I'm not sure how much actual performance increase your proposal will give. Probably it would be best to get an answer from a developer with a better understanding of OpenGL and Blender's viewport code.
@Jason van Gumster: just manually hiding the unnecessary geometry leads to an immediate increase in performace. certainly it would be useful to hear the opinion of some developer who knows well how the opengl works
This would be an amazing feature, especially when it gets polished. It's already a good idea, but I could see this improving over time into something awesome. I just have one complaint about this feature & that's not being able to see the rest of the model. This is probably a bad idea, but what about making the background geometry a linked object. Linked instances are just an empty, so they take up a bit less processing speed. No where near as fast as just hiding the geometry though, like you're suggesting.
I had a similar idea like this so yeah it would be a Massive improvement.
Blender should only process the movement / Interaction of the selected verts and ignore the rest
I assume when moving mass amounts of verts that Blender is processing the whole mesh when it shouldn't have to.
@jason.nezar:
in case there is some developer who has gone over here and wants to put his hand on these proposals:
devtalk.blender.org/t/technical-tips-to-speed-up-the-handling-of-high-density-geometries/2501
blenderartists.org/t/blender-2-8-viewport-performance/1114143