Page MenuHome

Workbench: Cull before batch creation during viewport animation rendering
Confirmed, LowPublicDESIGN

Description

Current Situation

When drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.

When doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.

Target Situation

When using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.

A consistent framerate is more important to animators then having some frames faster.

Related Objects

Event Timeline

Jeroen Bakker (jbakker) changed the task status from Needs Triage to Confirmed.Mar 27 2020, 2:00 PM
Jeroen Bakker (jbakker) created this task.
Jeroen Bakker (jbakker) changed the subtype of this task from "To Do" to "Design".
Jeroen Bakker (jbakker) updated the task description. (Show Details)

I'm not sure this is worth pursuing. The initial setup might be slower than necessary, but it's worse to have stuttering when the camera is animated or the user navigates the viewport.

Jeroen Bakker (jbakker) renamed this task from Workbench: Cull before batch creation to Workbench: Cull before batch creation during viewport animation rendering.Mar 27 2020, 3:09 PM
Jeroen Bakker (jbakker) triaged this task as Low priority.
Jeroen Bakker (jbakker) updated the task description. (Show Details)

Setting this to low prio as it would only benefit viewport animation rendering.