Monitor FPS playback regressions in time for workbench and eevee #98100

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opened 2022-05-13 15:38:10 +02:00 by Jeroen Bakker · 9 comments
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Similar what Cycles does for render times, although fps is measured in the viewport when playing back animation.
Perhaps per scene count the number of frames that were drawn in 10 seconds.

Similar what Cycles does for render times, although fps is measured in the viewport when playing back animation. Perhaps per scene count the number of frames that were drawn in 10 seconds.
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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As discussed in the gpu module meeting it would be a good target for Blender 3.3
https://devtalk.blender.org/t/2022-05-16-gpu-module-meeting/24397

As discussed in the gpu module meeting it would be a good target for Blender 3.3 https://devtalk.blender.org/t/2022-05-16-gpu-module-meeting/24397

Added subscriber: @brecht

Added subscriber: @brecht

This should be relatively straightforward to add to the existing performance testing framework.

tests/performance/tests/animation.py measures time per frame by running for 10s. Still would need to add foreground=True to run_in_blender and force a redraw between frames.

This should be relatively straightforward to add to the existing performance testing framework. `tests/performance/tests/animation.py` measures time per frame by running for 10s. Still would need to add `foreground=True` to `run_in_blender` and force a redraw between frames.
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Probably needs a couple of scenes to test different aspects (DEG evaluation, heavy meshes, heavy textures, heavy shaders, ...)?

Probably needs a couple of scenes to test different aspects (DEG evaluation, heavy meshes, heavy textures, heavy shaders, ...)?
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And run on different resolutions, HW. Will try to get several systems allocated here so we could keep track of the hardware. My workmachine is updated to much to be used as a consistent system.

And run on different resolutions, HW. Will try to get several systems allocated here so we could keep track of the hardware. My workmachine is updated to much to be used as a consistent system.
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Added subscriber: @EAW

Added subscriber: @EAW
Thomas Dinges added this to the 3.3 LTS milestone 2023-02-08 15:37:18 +01:00
Philipp Oeser removed the
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EEVEE & Viewport
label 2023-02-09 15:12:37 +01:00
Brecht Van Lommel removed this from the 3.3 LTS milestone 2023-02-09 19:35:08 +01:00
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Reference: blender/blender#98100
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