OpenSubdiv ON decrease in performance #53133

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opened 2017-10-23 10:04:40 +02:00 by pistol ioan · 8 comments

Windows 10 64bit, gtx 970, i7-4790K

Blender 2.79 Hash: 5bd8ac9

With OpenSubdiv ON there is a decrease in performance (fps). Please refer to the attached image

And this is not all because when I switch to different OpenSubdiv compute modes: Cpu, Glsl compute, or OpenPM there is no difference in performance so the fps is the same.

You can accentuate the result selecting all the objects (if you have a better hardware than me),

When the OpenSubdiv appeared I made some tests and was not the same result like today, I think it may have to do with the latest improvements to OpenGL, or I may be wrong.

compare.jpg

Withaut OpenSubdiv.blend

With OpenSubdiv.blend

**Windows 10 64bit, gtx 970, i7-4790K** **Blender 2.79 Hash: 5bd8ac9** With OpenSubdiv ON there is a decrease in performance (fps). Please refer to the attached image And this is not all because when I switch to different OpenSubdiv compute modes: Cpu, Glsl compute, or OpenPM there is no difference in performance so the fps is the same. You can accentuate the result selecting all the objects (if you have a better hardware than me), When the OpenSubdiv appeared I made some tests and was not the same result like today, I think it may have to do with the latest improvements to OpenGL, or I may be wrong. ![compare.jpg](https://archive.blender.org/developer/F1060329/compare.jpg) [Withaut OpenSubdiv.blend](https://archive.blender.org/developer/F1060330/Withaut_OpenSubdiv.blend) [With OpenSubdiv.blend](https://archive.blender.org/developer/F1060331/With_OpenSubdiv.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @istoltoto

Added subscriber: @istoltoto

Added subscriber: @Sergey

Added subscriber: @Sergey

This is weird, the opensubdiv will not even re-run on playback on such configuration: it's only location which changes, modifier stack does not need to be re-evaluated. I also can not see a difference in speed on 1080 on Windows 10.

Please compare regular viewport navigation: as in, add much more opensubdiv objects, and just pan/rotate the view. And see if disabling OpenSubdiv feels smoother for you in that configuration.

This is weird, the opensubdiv will not even re-run on playback on such configuration: it's only location which changes, modifier stack does not need to be re-evaluated. I also can not see a difference in speed on 1080 on Windows 10. Please compare regular viewport navigation: as in, add much more opensubdiv objects, and just pan/rotate the view. And see if disabling OpenSubdiv feels smoother for you in that configuration.
Author

here I added toons of cubes and the results are the same,
in this case, disabling or enabling OpenSubdiv will give the same fps in both cases.

cubes.blend

Uasdntitled.jpg

here I added toons of cubes and the results are the same, in this case, disabling or enabling OpenSubdiv will give the same fps in both cases. [cubes.blend](https://archive.blender.org/developer/F1060505/cubes.blend) ![Uasdntitled.jpg](https://archive.blender.org/developer/F1060502/Uasdntitled.jpg)
Author

This comment was removed by @istoltoto

*This comment was removed by @istoltoto*
Sergey Sharybin self-assigned this 2019-04-08 10:34:35 +02:00

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

That option did control GPU side tessellation. It is temporarily removed from 2.80 -- it needs slightly different integration into modelling workflow and requires re-write of the GPU bindings since the OpenGL upgrades and the new draw manager for viewport.
The modifier itself is always using OpenSubdiv. It still has some performance impacts in certain cases, but we will keep working on speed (the upcoming OpenSubdiv release should make us able to gain extra performance).

So thanks for the report, but since it is about feature which is being re-implemented, we can not really fix it. Instead, we will try to bring it back in the best shape possible!

That option did control GPU side tessellation. It is temporarily removed from 2.80 -- it needs slightly different integration into modelling workflow and requires re-write of the GPU bindings since the OpenGL upgrades and the new draw manager for viewport. The modifier itself is always using OpenSubdiv. It still has some performance impacts in certain cases, but we will keep working on speed (the upcoming OpenSubdiv release should make us able to gain extra performance). So thanks for the report, but since it is about feature which is being re-implemented, we can not really fix it. Instead, we will try to bring it back in the best shape possible!
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Reference: blender/blender#53133
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