So rhino9 has in my experience (especially on a high hz monitor, when you are used to precise mouse control), rhino 9 feels worse than rhino 8, it can feel ok once you get used to “the badness” but the moment you open 8 again, it’s very annoying/makes me not want to use the software.
I immediately noticed it on my “raw mouse input flying” plugin, which makes it much much clearer, but it’s also visible with a normal pan/spin around a simple cube. What makes it super weird is my sensitivy (cm per 360 moving the mouse) got halfed in feel, which made no sense, and raising it to compensate you get even more laddering effect. (But enough about that, it was just what lead me to this). And as a reminder, I’m kind of just guessing to try to see what is going on, i have no idea.
So… it happens on opengl in 9, so my hunch was it was not related to renderer/gpu but instead some cpu scheduling, as I’ve also noticed that the new ui is quite slow when running a command to like turn on snapping, you’ll see it takes some time for the field at the bottom to light up, where its basically instant in rhino 8.
I did some dumps with presentmom first and saw nothing interesting, intel GPA,
Rhino 9 is not rendering with half fps neither is it being capped at 120 Hz or whatever. or struggling to draw the cube, it is submitting viewport frames much more aggressively than rhino8, while the monitor gets about the same number of visible updates AND GPU work is low in both/all cases.
rhino9 used “DXGI Composed Flip” with SyncInterval=0, Rhino 8 was through “older/less directly measurable Other / Composed Copy”.
which maybe means that the bad feel may come from how camera states are scheduled/replaced or selected for display and not raw rendering throughput.
Then i tried “intel GPA” trace, with the native/normal navigation in 8 and 9 (spinning around), including rhino 9 under opengl and direct3d.
i didnt see any obvious case where the GPU was working hard by the ‘fancy single box scene’. The traces show cpu side synch, waiting, queueing, and presenting activity around viewport rendering. But my captures / selections are done in blind and i don’t know what I’m doing so it’s useless for any real “aha this regression is due to THIS exact function or wait event!” no way haha sorry :D.
Together with the presentmom results and the fact that both graphics backends are bad, whats sus is rhino 9 shared viewport/camera/renderscheduling or presentation issue rather than a shader, geometry, or even mouse input.
So… yes sorry i don’t know, it was just driving me nuts, and i love the application, just … ye makes rhino 9 unusable for me.
I would love to be able to try rhino 9 with the old UI if possible(not because it’s good, but for testing), as i don’t know if some UI scheduling and the viewport is doing it…
So hope anyone else has any thoughts on this, or has any experiences worth sharing? ![]()