Workbench refactor causes significant performance regression with workbench shadows #78161

Open
opened 2020-06-23 14:03:23 +02:00 by Serj Yurkevich · 23 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75

Blender Version
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f7
Caused by c476c36e40

Worked: 2.82a

Short description of error
2.83 solid viewport shading work slowly than 2.82 when shadows is on

Exact steps for others to reproduce the error
Reduction of performance in viewport very high in heavy scenes as example scene with sculpts 6 millions of triangles
image.png

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 **Blender Version** Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: `211b6c29f7` Caused by c476c36e40 Worked: 2.82a **Short description of error** 2.83 solid viewport shading work slowly than 2.82 when shadows is on **Exact steps for others to reproduce the error** Reduction of performance in viewport very high in heavy scenes as example scene with sculpts 6 millions of triangles ![image.png](https://archive.blender.org/developer/F8638907/image.png)
Author

Added subscriber: @Serj_Coruzyak

Added subscriber: @Serj_Coruzyak

#91218 was marked as duplicate of this issue

#91218 was marked as duplicate of this issue

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Can you provide a simple file showing the problem?
For the file not to be too big due to the highpoly object, you can use the subdivision modifier.

Can you provide a simple file showing the problem? For the file not to be too big due to the highpoly object, you can use the subdivision modifier.

Added subscriber: @mattli911

Added subscriber: @mattli911

I have noticed the same for a long while. In 2.82 or 2.83 and so on. I thought someone said,it's because of per pixel shadows in Solid Mode, is why it kills it.
I can have really nice performance in Look Dev / Rendered in Eevee, but in Solid mode, with same shadow quality/etc, is like 5FPS. I do have a heavy scene as well/many objects.
Maybe 11 million worth of Verts, and 160 objects. But its pretty much all using modifiers/not collapsed geo.

I would love to see this fixed if at all possible.

I have noticed the same for a long while. In 2.82 or 2.83 and so on. I thought someone said,it's because of per pixel shadows in Solid Mode, is why it kills it. I can have really nice performance in Look Dev / Rendered in Eevee, but in Solid mode, with same shadow quality/etc, is like 5FPS. I do have a heavy scene as well/many objects. Maybe 11 million worth of Verts, and 160 objects. But its pretty much all using modifiers/not collapsed geo. I would love to see this fixed if at all possible.

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I can't reproduce this. Please upload a file to check with or precise steps how to create example file

I can't reproduce this. Please upload a file to check with or precise steps how to create example file
Author

Hm, confirm, this viewport performance problem very strange i have scenes with 230 object and 8 mln of triangles and has no reduction of fps in 2.83. I try to do some fast subdivided scenes with primitives under 16 mln poligons and has no reproduce this problem. And i have file with studies of human faces that show very low fps in 2.83. This file contain sculpted face and spline geometry for hair, amount of object 51, 6 mln triangles, and size of this file 200 mb. I was change sculpted model to subdivided primitive, now file size less than 2 mb but performance problem still here. I was share this file, if your PC much powerfull then my, you can "duplicate linked" objects much more times and this might help.
image.png
image.png
Solid_Viewport_Shadow.blend
Make sure that viewport shadows is on. To see problem open file in 2.82 and 2.83 you only need rotate viewport camera, and compare performance between versions. 2.82 - slightly slows down than blank scene, but still comfortable, 2.83 - slide show 5 - 10 fps.

Hm, confirm, this viewport performance problem very strange i have scenes with 230 object and 8 mln of triangles and has no reduction of fps in 2.83. I try to do some fast subdivided scenes with primitives under 16 mln poligons and has no reproduce this problem. And i have file with studies of human faces that show very low fps in 2.83. This file contain sculpted face and spline geometry for hair, amount of object 51, 6 mln triangles, and size of this file 200 mb. I was change sculpted model to subdivided primitive, now file size less than 2 mb but performance problem still here. I was share this file, if your PC much powerfull then my, you can "duplicate linked" objects much more times and this might help. ![image.png](https://archive.blender.org/developer/F8643790/image.png) ![image.png](https://archive.blender.org/developer/F8643792/image.png) [Solid_Viewport_Shadow.blend](https://archive.blender.org/developer/F8643798/Solid_Viewport_Shadow.blend) Make sure that viewport shadows is on. To see problem open file in 2.82 and 2.83 you only need rotate viewport camera, and compare performance between versions. 2.82 - slightly slows down than blank scene, but still comfortable, 2.83 - slide show 5 - 10 fps.

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

I cannot reproduce the problem.
I tested it on 2.82, 2.83 and 2.90.
They all ran at 21 fps (while orbiting).

Perhaps it is a problem only with Nvidia's GPUs.


Operating system: Windows-10-10.0.18941 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.19.02 27.20.1019.2002

I cannot reproduce the problem. I tested it on 2.82, 2.83 and 2.90. They all ran at 21 fps (while orbiting). Perhaps it is a problem only with Nvidia's GPUs. ---- **Operating system:** Windows-10-10.0.18941 64 Bits **Graphics card:** Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.19.02 27.20.1019.2002

It is possible is an Nvidia problem, yes. I have a 980TI on Home PC / 1070 on this PC, with more recent Drivers on Windows 10 64bit.

Here's a video of his file. I see really bad lag/hitching as well in Solid mode with shadows enabled. Same settings otherwise, is fine in other modes.
But like I said, maybe is per-pixel shadows or something going on with solid mode that kills it... But basically makes solid mode almost un-useable for me with shadows on generally.

Blender_2.83_SolidMode_Shadow_Lag.mov

Edit: Actually I didn't realize, but the video above is from 2.9 alpha even. But same issue in 2.83 for me.

blender-2.90.0-6fec2e4db05f-windows64

It is possible is an Nvidia problem, yes. I have a 980TI on Home PC / 1070 on this PC, with more recent Drivers on Windows 10 64bit. Here's a video of his file. I see really bad lag/hitching as well in Solid mode with shadows enabled. Same settings otherwise, is fine in other modes. But like I said, maybe is per-pixel shadows or something going on with solid mode that kills it... But basically makes solid mode almost un-useable for me with shadows on generally. [Blender_2.83_SolidMode_Shadow_Lag.mov](https://archive.blender.org/developer/F8645997/Blender_2.83_SolidMode_Shadow_Lag.mov) Edit: Actually I didn't realize, but the video above is from 2.9 alpha even. But same issue in 2.83 for me. blender-2.90.0-6fec2e4db05f-windows64
Member

Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

I am also getting a significant performance hit, caused by c476c36e40

**System Information**
Operating system: Linux-5.9.8-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits
Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01
2.92.0 Alpha, branch: master, commit date: 2020-11-22 18:21, hash: `rB7bab87c119f4`

@fclem: this is not intentional change, is it?

I am also getting a significant performance hit, caused by c476c36e40 ``` **System Information** Operating system: Linux-5.9.8-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01 2.92.0 Alpha, branch: master, commit date: 2020-11-22 18:21, hash: `rB7bab87c119f4` ``` @fclem: this is not intentional change, is it?
Philipp Oeser changed title from 2.83 solid viewport shading work slowly than 2.82 when shadows is on to Workbench refactor causes significant performance regression with workbench shadows 2020-11-23 16:06:43 +01:00
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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This needs some more research on our side. The shadow buffers are view depenedent. Moving the view triggers shadows buffer recalculation; that is an issue since the original implementation. It could be that the shadows are refreshed too much (every TAA sample?) but would like to dive deeper into this.

This needs some more research on our side. The shadow buffers are view depenedent. Moving the view triggers shadows buffer recalculation; that is an issue since the original implementation. It could be that the shadows are refreshed too much (every TAA sample?) but would like to dive deeper into this.
Member

but would like to dive deeper into this.

Sounds good, thx!

> but would like to dive deeper into this. Sounds good, thx!
Member

Added subscriber: @zanqdo

Added subscriber: @zanqdo
Member

I'm testing on a big production scene and get the following periods of UI unresponsiveness after every refresh

Blender 2.82a = 00:30s
Blender 2.92 = 02:40s

I'm testing on a big production scene and get the following periods of UI unresponsiveness after every refresh Blender 2.82a = 00:30s Blender 2.92 = 02:40s
Member

Added subscriber: @Alumx

Added subscriber: @Alumx

Added subscriber: @JamesBarrie

Added subscriber: @JamesBarrie
Philipp Oeser removed the
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Reference: blender/blender#78161
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