2024-06-03 EEVEE/Viewport Module Meeting

Practical Info

This is a weekly video chat meeting for planning and discussion of Blender EEVEE/viewport module development. Any contributor (developer, UI/UX designer, writer, …) working on EEVEE/viewport in Blender is welcome to join.

For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.

  • Google Meet

  • Next Meeting: June 10, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2024-06-10T09:30:00Z2024-06-10T10:00:00Z)


  • Clement
  • James
  • Jeroen
  • Miguel
  • Thomas


Improve the realtime GI with a second parameter to avoid energy loss from distance reflectors and to mix it with very small thickness to avoid light leaking.

Parallel shader compilation is still in development. Due to the complexity this needs some more time before it can land in main. Reviewing the code is currently the bottleneck, but we can still land the patch in BCon3.


Continued working on graphics pipeline creation [#121787 - WIP: Vulkan: First frame - blender - Blender Projects]. We currently are able to start blender and draw the full UI. We pushed the current limits to find what parts of EEVEE isn’t working. Basic BSDFs, film and raytracing is working. Shadows aren’t working (expect the framebuffer transition), more complex materials aren’t working, Volumes haven’t been tested.

The performance is where I currently expect the patch to be (close to OpenGL, but not faster). The code isn’t optimized so I expect that the on par performance is still realistic.

The render graph can still crash a lot as the garbage collection is done on a global thread. This needs to move to a per thread basis. This requires some more design.

Did do some preliminary design work to improve the shader compilation. The idea is to split the frontend and backend compilation steps and depending on the shader batch we will compile the base pipeline library for vertex/fragment stage.