Well... I wouldn't miss the pixelated rendering at all! It's useless anyways no?
Speeding up the viewport preview
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Speeding up the viewport preview
Re: Speeding up the viewport preview
Zoom effect help improve viewport responssivness i assume. How much memory cost will be ? if it is in the same league of cycles memory consumption then it is a win anyway.You loose the "zoom in" effect at the start of the rendering (i.e. rendering with large pixel blocks and than refine).
P.S. I can decouple RT too but I will have to use some more memory to store a copy of the image.
It is a muss to have a more responssive viewport as the userbase increase this will become more and more a problem.
Re: Speeding up the viewport preview
It is an additional copy of the rendered image (including all AOVs, etc.).
Re: Speeding up the viewport preview
Viewport windows are often small, and during viewport render only a few AOVs are used (RGB, alpha if transparent, avg. shading normal and albedo if viewport denoising is enabled).
So I doubt one copy is much of a problem.
So I doubt one copy is much of a problem.
Re: Speeding up the viewport preview
So currently for a fast fix before Dade look into RT modification we can just move to the other engine ( already decoupled one ). so we can just download the last build and see the difference and how it help.
Re: Speeding up the viewport preview
If it is not already possible, just add it like an option, like you can already use BIDIRCPU, etc.
Re: Speeding up the viewport preview
Enabling light tracing should do it, you'll get PathCPU/OCL in that case. (it still uses WaitNewFrame(), but I guess that will return immediately in this case?)
Re: Speeding up the viewport preview
light tracing enable as a viewport engine ? this is not what i will call an improvement.
Re: Speeding up the viewport preview
I'd still say just use non-rt for viewport... A little lag from rendering isnt as bad as lag when changing materials and so on... I can literally leave octane rendering heavy scene and play around with everything even though rendering and changes are behind, there is no problem changing color sliders etc..