It works wonders on my Geforce GTX1070 (laptop version).
I like that, in a shaded mode, the display switches to wireframe automatically to keep the framerate high.
Now that you have got wireframes nailed, it is time to start looking for strategies to display the shading faster.
For example, storing two or three levels of render mesh per object, and switching between them depending on the object’s distance to the camera.
That’s just my naïve two cents, but I’m sure that video game technology has an endless wealth of such strategies.
It’s good to see at last some real effort (and convincing results !) on the topic of display speed.
Yeah I wouldn’t expect too much from that sort of thing anytime soon. Game engines don’t simply have different levels of detail, each mesh has been hand-optimized and uses texture maps generated from hyper-detailed models to create the impression of an object from a preposterously tiny number of polygons, and the whole environment has been designed to limit how much stuff is visible at once to stay within the bounds of what the hardware can do. The amount of data that gets swapped in and out compared to trying to do the same thing with some arbitrary large Rhino model is different by orders of magnitude.
Well , the recent improvement to the display of block-based models gives a
hint of how the guys at SolidWorks have been pulling it off for over 15
years.
Good to see that you guys are catching up at last…
I moved this discussion to a new thread since it isn’t really about GPU tessellation and wire drawing.
@osuire, you posted V5 and Solidworks videos. Are you noticing any improvements in V6 for shaded display performance with this model? There has been a lot of work already done in this area in an attempt to improve V6’s performance.
Please try the latest WIP that Brian just released a couple hours ago.
Thanks,
-Steve