LOL. thats exactly what i meant when i said that “eevee-next performance got a lot worse” in my latest eevee-next bug report.
perhaps i should mention the scaling issue exactly there
You do yes ! Because is the things
I would think so, and also if it’s scaling the object, scaling in edit mode, what you’re scaling (anything? everything?), etc.
Like - I hardly ever scale something in Object mode. Others might do it all the time.
just add a plane to the scene and scale it up in object mode, then try to navigate the scene.
scaling in edit mode might give the same results i think
I just downloaded the latest Windows build and EEVEE-Next is really slow, even slower than cycles in a very simple test scene.
EEVEE-Next: 1min 17 seconds
Cycles: 35secs
EEVEE Legacy: 9 seconds
Here’s the link to the file if anyone wants to test it:
just add a plane to the scene and scale it up in object mode, then try to navigate the scene.
Done just now. No slowdown nor lag, at all.
For me is slow too, one scales a plane to fill the screen, then we rotate the viewport and it lags substantially to the point of frozen the entire thing if we keep rotating it.
Tested in today download, on linux Mint 21.2, AMD Ryzen 7 5800X and RTX3060 (driver 545.23.06)
Note 1:
I tough it could be the Motion Blur, but no! Even with it deactivated is just the same.
Note2:
It seems to be related with the viewport Zoom.
Note3:
Even Cycles, in CPU mode, is way more fluid.
Major slowdown confirmed after scaling… also reflections not working, unless I switch the render method to Blended in the material settings…
you need the latest alpha
Yikes, this is remarkably bad… hopefully it gets fixed soon
Latest alpha HASH fcbb94ed1e6e Have the same issue are so laggy when your use eevee next but is probaly due to FCLEM as rewriten the Gbuffer in some last commit in a fews days and is probably this thing make EEVEE slower. it’s maybe du to a bad precision
it looks like everyone on BF is on vacation lol
so no fix until next year. cycles/exr is broken, eevee next is unusable
happy broken rendering guys
Or… hear me out.
Not render on daily alpha build from last couple of days.
Must be that; my build is from 12/21, and working fine. I’ll check in a later one, but no time at this moment to DL it.
I’m 1000% not using 4.1 for anything except testing, so not impacting my life too much.
you know how it works mate
blender is all about the latest alpha, lets not pretend that we care about the other releases haha
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of course man… thats the beauty of blender, we can have a dozen of versions installed
Yes. EEVEE Next uses rasterization as it’s primary rendering method, and it is known that rasterization is slower than ray tracing for rendering when the scene exceeds certain complexities. So if EEVEE Next continues to use rasterization for some of it’s main rendering features, then it’s likely that people will encounter scenes where Cycles will render the scene at similar quality levels as EEVEE Next and be faster.
But the same is true for EEVEE or Unreal or Unity or basically any current game engine. They all use rasterization.
The performance issues in EEVEE Next right now have nothing to do with rasterization vs. ray-tracing really. It’s more about the implementation being broken or unfinished in some way than about fundamental algorithms.
With the first release of 4.1, eevee next might be a disappointment.
But I believe that by late 2024, it will be so good that there will be no reason to use eevee legacy at all.
In my humble opinion, they should have delayed development until after vulkan was finished.
For now eevee-next just losing all matches but stay high is in developpement during all the 4.x Series so all in 2024 ! And so many features are missing … ! Is an alpha keep it in your mind Is just a features implementation after that is performance and bug fixing ! Hope eevee next gonna be fast like unity or unreal is just what i want without noise and whith an incredible indirect lightning in real time like SSGI !
next is more realistic, which is great, but sometimes it might not be what you want.
legacy has a unique npr look which might be very difficult to replicate in next.
one would expect that by turning off raytrace in next, we would get the exact same look as the legacy, but it doesnt.
its a win and lose situation.
id keep both engines if i were they.
and no, not waiting for vulkan is the right move, otherwise it would end up like the sculpting module which is always waiting for something major to land, and the result is nothing happening for years.
new tech are coming out all the time. if you wait too much, by the time you start developing, there will be another shiny tech around the corner, and you know what will happen right? yes, “we better jump to that new tech instead”. and there you have it. another waiting in queue. its an endless loop.
in this day and age, you need to be very careful making long term plans.