I need a lot of curves in the scene to have a really noticeable speed difference, but it is there on my system (2x 970), and I don’t see any issues so far with the tessellation being too rough.
I do see something right now where, I have a file that does have a large number of very dense surfaces, in which I normally have surface isocurves turned off, and it fails to show the isocurves with GPU tesselation on. I’m not sure if it’s a problem of ‘too many’ curves or just a bug about knowing to display them somehow, I’ve tried splitting the scene up and it’s maybe the latter.
i see a speed decrease as well using Radeon HD7970. The results are similar to the values @Willem posted above, drivers are up to date, AA ist set to 8x but it does give the same results when AA is disabled.
Yep, this is what we have been seeing with AMD also on Windows. Interestingly enough, a bootcamped MBP with AMD will run slower on Windows, but faster when testing on an internal build of V6 for Mac so we know the hardware is capable.
I am setting up a test computer with an AMD card to try and repeat this behavior so we can either find a workaround or create a sample application to show AMD. Right now I am considering turning on GPU tessellation by default if you are NOT using an AMD card.
Headphone guy multiplied so they are 256 (16x16) of them all test in fullscreen on retina with 4xAA on the 750m, testmaxspeed:
(head is mesh, headphones are nurbs)
Wireframe:
OFF : 7.97
ON: 1.94
Shaded:
OFF: 10.09
ON: 8.67
I also ran the tests in rendered even though no curves are visible, just to see if the numbers are unaffected.
Rendered:
OFF: 55.81
ON: 55.31 (Note that testmaxspeed returns value before last frame)
And then I extracted the rendermeshes from the nurbs and hid them to see if that affected anything and got 55.72, so that is great news.
And with only one head zoomed in it takes 29.77…
that was a surprice and it seems the pixle number is more important that the amount of data when it comes to screen space shadow calculations.
Sidenote: Can you please update testmaxspeed so it runs 360 degrees and ends up at the initial position? It would make running multiple test a bit more correct if we are zoomed in so not all objects are visible in all frames.
I appreciate the tests @Holo , but am concerned that this is getting off topic of finding exactly what is going wrong on Charles’s computer. @Charles I could use some help understanding exactly what it is that is that is causing a slowdown on your computer. If you could send me a simple model maximized on a specific display mode that is slow, that will help me better understand. Thanks