Dynamic redraw of Rhino 4?

Hi,

since I have massive display speed problems at complex scene I ask me could the dynamic redraw functionality of Rhino 4 not be implemented again? It was a fantastic helper.

-Micha

Are you talking about bounding box? If so then it’s found under the “Objects” settings in the display modes:

No, I mean the view option. It was great working at Rhino4, some times at Rhino5 and not at Rhino6. If the frame rate is below the set limit than objects are dynamic switched to bboxes until the limit is reached. It helped to navigate through complex scenes.

That is not a general view option but is set per display mode - as Jørgen indicated.
So: Rhino Options > View > Display Modes > [Your Mode] > Objects > Dynamic display

… but I guess you want to be able to set a specific frame rate?

OK, but it’s not dependent of a frame rate limit like at R4. It was a big advantage to see the bboxes only if the display was slow. I don’t want to see bboxes all days or switch the option if I work on complex models. The current feature is a step back.
Also it could be an additional general view option again, only an emergency break against a to strong display slow down.

Edit: Also I can choose “use application settings” but I can’t find the global option anymore.

Here an example from R4, still and moved. It is better than I thought, objects was set invisible. So the kept objects help to keep the impression of the scene. Jumping to bboxes more destroy the connection between brain and 3D space.

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I see, didn’t notice that it was missing.
I guess both isocurves, curves, dimensions, lighting, object colors and even blocks could all be “lost” in the attempt to keep the FPS high. Just like shadows and advanced lighting is turned off for rendered mode.

Yes, maybe there additional features possible. Important is, that a fps limit is keeped. At the moment I’m fighting with 1fps at Rhino 6 and a solution is needed. I turned off the advanced options but it is not enough.

I guess a workaround for you cold be to organize all the “nice to have” stuff in subfolders of a “Manual Dynamic Draw” folder and turn that on and off.

You can also extract the rendermesh of all those “nice to have” objects and then join those into one object and use that as a fast draw placeholder.

Just workarounds until a speedier pipeline is in place.

It’s a complex interior of a train with 3 wagons, approx. 400 premeshed block instances of seats and repeating stuff. Right, I try to turn off parts of the scene like the mesh people but … . My hope was R6 would bring a significant speed up and some automatic speed up features like the old one of R4.

Yeah, I expected you had done all you could do to keep it as speedy as possible. It’s good that you push focus on this, as less data is not the way of the future :wink:

(Btw. just did a quick test comparing my old GeForce 330m against the 1070 on a complex model in shaded mode, and the 1070 is only 2x faster…) So then I made a display mode with as little bells and whistles as possible and this one is about 7x faster than standard shaded (curves and edges and isocurves are all turned off) and shows the render material colors. Give it a go if you like:

SPEED.ini (10.4 KB)

@stevebaer I am experiencing some strange behavior here, I made a blob’ish box with filleted edges and duplicated that 500 times now check these numbers from testmaxspeed:
(I altered Speed mode to include curves and edges and isocurves)
Shaded mode - blocks : 8.13 sec
Speed mode - blocks : 2.63 sec
now I explode those blocks so they are objects:
Shaded mode - blocks : 3.53 sec
Speed mode - blocks : 3.52 sec

So why does shaded mode struggle with blocks? Does that make sense to you?

Also I tested with the complex file and turned off all isocurves for the objects and extracted all the edges as curves, hid everything else and still it is slow. So I see it is just struggeling with line redraws. As you told us, you are working on that part.

We haven’t focused on any optimizations with blocks yet. The current work is not as much about performance as it is about stability and use of a more modern version of OpenGL. Once that is complete, we can focus on performance.

@Holo the speed mode is added to the modes. thank you :slight_smile:

now the maxspeed need 112s instead 148s for my current project. A little step in the right direction. :wink:

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Yeah, I know, I just wanted to point out the odd speed differences between the two modes regarding blocks vs no blocks. It could seem like the custom material could be causing something. Anyway, I’ll let it rest.