Hi @realthunder
with FC LB 2022.07.09 I have a high performance in rendering speed compared to FC main branch 30716...
(I have a GPU which is highly involved (up to 85%) when the model is moved with the turntable)
the testing file AriaMech.step
FC LB 2022.07.09
FC main branch
the turntable animation of the same file is 8fps in FC main compared to 60fps in FC LB 2022.07.09
but with FC LB 2022.10.21 this performance has been deteriorated from 60fps to 10fps in FC LB 2022.10.21
What has changed in the latest release?
I have checked both:
- Use software OpenGL
- Use OpenGL VBO
Link Branch Release rendering speed deterioration
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Re: Link Branch Release rendering speed deterioration
It looks like you are not using the 'Experiemental' render caching? On my computer using 'Auto' caching, your model can run at about 35fps, while 'Experiemental' can be twice as fast or faster as it is limited by the monitor refreshing rate. There is some kind of warming up effect, only slightly though. When the model is freshly loaded, it generally draws about 10fps slower. After I've made a few clicks to the model, it improves. Not sure about the actual cause. Can you confirm that you are using the 'Auto' caching in 0709 release to get the 60fps? What kind of graphics card are you using?
If you are using the 'Experimental' caching, you'll see an extra 'draw call' statistics beside fps. BTW, If you have a model with lots of small parts, you can increase the Preferences -> Display -> 3D view -> Cache merge threshold, say 100, to reduce the number of draw calls and increase render speed, at the cost of more graphics memory.
I did made some changes and fixes to the renderer, but it shouldn't have much impact on performance.
If you are using the 'Experimental' caching, you'll see an extra 'draw call' statistics beside fps. BTW, If you have a model with lots of small parts, you can increase the Preferences -> Display -> 3D view -> Cache merge threshold, say 100, to reduce the number of draw calls and increase render speed, at the cost of more graphics memory.
I did made some changes and fixes to the renderer, but it shouldn't have much impact on performance.
Re: Link Branch Release rendering speed deterioration
I'm using Auto both on 2022.07.09 and 2022.10.21realthunder wrote: ↑Fri Oct 28, 2022 8:44 am It looks like you are not using the 'Experiemental' render caching? On my computer using 'Auto' caching, your model can run at about 35fps, while 'Experiemental' can be twice as fast or faster as it is limited by the monitor refreshing rate.
Switching to Experimental I can reach to 60fps also on 2022.10.21
yes, in 2022.07.09 I can reach 60fps both on Auto and Experimental.Can you confirm that you are using the 'Auto' caching in 0709 release to get the 60fps?
w Experimental and Cache to 100 I get 583 draw calls
that's interesting... here the result on 2022.10.21 changing the threshold from 0 to 100 I get 8580 calls compared to 583 calls, fps still remains to 60fpsIf you are using the 'Experimental' caching, you'll see an extra 'draw call' statistics beside fps. BTW, If you have a model with lots of small parts, you can increase the Preferences -> Display -> 3D view -> Cache merge threshold, say 100, to reduce the number of draw calls and increase render speed, at the cost of more graphics memory.
NVIDIA GTX1650 4GBWhat kind of graphics card are you using?
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Re: Link Branch Release rendering speed deterioration
60fps is probably your monitor refreshing rate. Since we lock the draw refresh to vsync, that's the best you can get, so reducing draw calls won't help here. You'll see difference with big complex models (note, model with many small parts). The 'Auto' uses legacy OpenGL display list for caching implemented by Coin3D. I find its performance not that great and unstable. What I don't get is how you can get Auto caching to run that fast. I tried on both releases, and didn't find any discrepancy.
Re: Link Branch Release rendering speed deterioration
you are right, it is 60Hzrealthunder wrote: ↑Fri Oct 28, 2022 9:55 am 60fps is probably your monitor refreshing rate. Since we lock the draw refresh to vsync, that's the best you can get, so reducing draw calls won't help here.
I cannot explain it too...realthunder wrote: ↑Fri Oct 28, 2022 9:55 am You'll see difference with big complex models (note, model with many small parts). The 'Auto' uses legacy OpenGL display list for caching implemented by Coin3D. I find its performance not that great and unstable. What I don't get is how you can get Auto caching to run that fast. I tried on both releases, and didn't find any discrepancy.
anyway experimental seems very good in general, but it has some issues in displaying
i.e. with App::AnnotationLabel and adding a texture to the scene
Edit: and w/ Glass wb