If it was up to (some users in) the community they’d still have the BGE, Blender Internal or even the old Cycles for multi-device rendering. If you give them the option people often want to keep things around forever but not everyone is willing to help maintaining it. Adding more load on the core devs that could be working on making the new engine better and more performant.
Users that want EEVEE Legacy can use 4.1 for as long as they want. Maintaining two versions of EEVEE is a waste of time and the limited resources we have.
If EEVEE Next is not up to the task for 4.2, it should be in 4.3. Having both is just adding extra work.
Having just voted “NO” myself, I come to read your comment and realize you are totally right. Very well said and obvious reasons once you think about it. We human beings are of a hoarding kind and that really only hinder progress.
Very well said and obvious reasons once you think about it.
Mainly because Blender 4.2 is LTS. Imagine being in 2026 and having to fix bugs in EEVEE Legacy.
If that were to happen I’d personally prefer to keep EEVEE Next for 4.3 and couple it with further development in Vulkan to take advantage of GPU improvements.
Anyway, sorry for the off-topic. Let’s keep this thread for testing and feedback.
EEVEE Next is currently powerful enough to be set as the default Engine. It has only a few slow downs that can be fixed in BCON 2 and BCON 3.
I don’t think it is a question of either or, having EEVEE Next postponed to 4.3, that means EEVEE legacy will still be maintained for 2 years in 4.2 LTS. Having EEVEE wait for Vulkan is not a great idea IMO. EEVEE Next doesn’t support Vulkan yet and you can’t estimate when that can be done.
Finally. No longer will it be necessary to have two different, unique light setups for Cycles and Eevee (where Eevee needed clamped HDRI map and manually positioned directional light(s))
I would like to ask about the following before opening a bug report.
I want to know if it’s possible to illuminate and have those reflections dynamically with materials in Eevee Next using screen space effects ?
I have tried using the Volume Light and Sphere Reflection in both Eevee Legacy and Next, but they are static and do not resemble what Cycles does, as seen in the video.
Is this a bug? Is Eevee Next capable of achieving this using Screen Space Reflection and Illumination?
Maintaining EEVEE isn’t necessary. It is to be depreciated. EEVEE-Next is under heavy development right now but by the time it is released it will be better than EEVEE. They are going to work towards an NPR engine. This thread is about feedback for EEVEE-Next, anyways. We should focus on the topic at hand.
Hi, is light texture off-topic? When testing EEVEE-Next on last alpha, the “Use Node” isn’t hidden, but nodes doesn’t work, will it be something supported in EEVEE-Next?
It works with the dithered setting! Thank you Clément!
Although the reflections, illumination, and transparency of the dithered material get very noisy even with high samples.
I tried the Raytracing denoising settings:
-With temporal accumulation off, you can get way better global illumination and reflections, but the noise is too high for production.
-With Temporal Accumulation On, a lot of the GI details vanish.
-No denoising: better global illumination and reflections details but, of course, too noisy.
That leads to the question, is there any plan to have better denoising in the near future? Maybe something like GPU Open Image Denoise on Eevee Next, good quality and fast.
Also, I found that if you turn on Transparent Shadows in the material settings (min 2.38 of the video), you get a major FPS drop. I’ll try to replicated and bug reported.
I take the opportunity to highlight and thank the incredible work you and all the dev team are doing. You truly deserve a standing ovation!
Note that the purple normally indicates that something is missing - however, it’s showing up in Eevee so obviously the image maps are not missing.
I’ve sort of narrowed down that it appears to be related to something in using a large number of maps with mix nodes, but before I proceed further with nailing down the cause/effect I wanted to inquire as if it’s simply a known limitation of the new engine.
Blended material use more texture slots than before (for shadowing and probes). We tried to keep it to the absolute minimum for this reason. But it is still 1 or 2 more than EEVEE legacy (would have to check).
Dithered material on the other hand should be able to use more textures than EEVEE legacy.
We want to implement bindless textures to fix this issue. But that seems not feasible for the first release (lack of time).
Ok - that shader in question has 29 image maps within, and it’s dithered. (Only 3 images are are used at the output; it’s using a mix node greater-than chain to select one at random).
I was able to verify that if i reduce the number of image maps to around 20, it works. I’ll try and convert all the bitmaps to something I can share with a bug report file.
That doesn’t change anything for EEVEE. If an image might be used by a shader (connected to the output node), it needs a texture slot and it will always be sampled.
So yeh, load up 4.2 and try and render with eevee-next, and this is all that happens. I know it’s an Alpha (I was only trying it out to see if eevee-next was on the right track to fix the issues I have with eevee) but it seems it’s completely broken (it displays this same thing even if I turn off all the lights, so it’s just not rendering at all).