I am thinking this is likely not a memory issue since I have 64 gigs of unified memory?
Wondering, could those physics types that aren't currently modifiers (Force Fields and Rigid Body) be moved to Constraints? Or even moved to the Object tab somewhere?
Otherwise, the current…
Wonderful. The next challenge then, is also to make it so the properties users see aren't just the ones that belong to the active object.
The most straightforward solution here seems to be to…
I have another small file here that exhibits the same issue.
- When using OpenGL, memory usage is stable at around 2GB
- When using Metal, memory usage keeps rising until it has used all…
Even if I keep increasing the number, the artefacts never really go away - and in fact new artefacts appear because of this increased distance
I tried these new values. I now have to zoom out further before I see the artefacts, but they are still there.
FWIWI get these issues both on my 16" Retina MacBook Pro and my 27" 5K. At work we have 6K displays too.
While the issue is slightly reduced now, for me here it's not resolved.
Below you can see a screenshot from master today. The artefacts clear up as I zoom in, but when I zoom further back,…
AFAIK the only blocker is a lack of resources and that the priority of this kind of thing doesn't currently trump any of the main development targets.
@DuarteRamos We actually did come up with solutions to those things:
No one came up with an elegant way for the UI to inform the user when it would affect all selection or when it would only…
Below is a screen recording of Blender running on Metal on an M1 Max Macbook pro. You should be able to see the blocking artefacts as viewport camera moves.
Yes, this issue could be Apple Silicon only.