Ray tracing in V8

Hmmm. The viewport rotation is perhaps a little slow, but I think maybe about where I would expect for a mobile RTX solution. It seems possible that your GPU and CPU are combining in viewport rotation to thermal throttle, owing to limitations in the cooling.

But I think it’s not too far off my desktop 4070 Super in my second PCI-e slot (mine should be about 40% faster in raw speed), and I would not consider the rotational performance particularly bad; it’s just not fabulous.

As for external renderers, I am not convinced you will find many that are so fast as to keep up with pure viewport rotation performance. You won’t get game-like FPS in likely anything with the exception of something like Chaos Vantage, as that uses DXR. Even then, it depends on what is happening.

The panel problem is a different problem and is well-known. I’d say the somewhat lacklustre tab performance seems normal for Rhino 8 at the moment. The freezing upon swtiching to material and layer panels seems quite standard for me as well, so you are not alone there.

Something simple to try is also to avoid using the Rhino Ground Plane, as I don’t think it is a procedural item. I tend to use real planes with limited scene scales.

Thanks for letting me know.
I was hoping to be as comfortable as Blender, but it seems to be difficult.
I am surprised that these inconveniences are not mentioned as very serious problems.

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I assume this means that some of the CPU is usage “shared” while rendering? That would explain the high CPU utilization. Though I doubt a standalone version of cycles would make the rendering finish any faster, it would only show less CPU utilization. All assuming you use OPTIX (the RT-cores of your GPU).

Really? I have a 3080 and that should be a little slower that your 4070. If I turn on raytraced view with just a cube in a new file, my system rushes to 1000 samples in about 15 seconds. If your 4070 is as slow as shown in the video captured, then there is something very wrong with your system too.

@rhinoman_666 maybe try setting the sample count to 1000, then let us know how much time your system takes to complete those samples. then we can maybe know better if your performance is comparable with what is expected for your GPU.

There is definitely better stand alone render solutions keyshot has a GPU mode which i will describe it as having a canvas almost making real time changes to anything (rtx 2070)

Hell even twinmotion is faster and i dont have any over the top hardware

Cycles for Rhino reminds me of vray for maya but slower minus the random crashes

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Yes, my 4070 Super does 1000 samples in 14 seconds, as expected.

However, I think his complaint is around the update speed of the viewport rotation?

With this file, there are certain rotations and points I can indeed get the render to “freeze”, and the render pipeline either fails, or hangs. I can also eventually trigger this:

But I have also seen the issue demonstrated here where the viewport sampling just “stops” entirely at a specified number of samples (complete with black speckles).

But the raw performance of my GPU is fine.

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Combination with that cpu usage then you have material changes and then cycles needs its share

I’m no expert but that sounds it consumes alot of resources

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Oh, well then I misunderstood the whole issue, very sorry. Yeah that sluggish/laggy (or however you want to call it) behaviour when rotating while in raytraced view mode should be pretty normal for our type of GPU.

@David53 btw, does your sample counter in the lower left corner work? mine always stops counting before the set sample amount is reached.

No, not at all. I think there may be three issues here:

However, I am having trouble with the slowness when re-rendering when changing angles in the ray trace viewport.

That I guess is the speed of the viewport updating after rendering, which is always going to be a bit tardy.

Also, even without changing the camera angle, there is slowness in object selection and the operation of each UI.

This issue I consider “normal” Rhino behaviour for now.

But the third is that I do think his rendering when “static” is quite slow, and you are correct, I think it should certainly be faster. So to be clear, the static rendering seems slow, but the refresh under rotation seems reasonable. But we have no idea if the GPU or CPU are bouncing off the thermal limits. That is to say, I cannot see here if the GPU is slow, or if there is some CPU-bound Rhino process that is bouncing. Nathan is the expert, and will hopefully see the issue straight away.

My sample counter seems to function okay, even when Rhino stops rendering by (maybe) some form of pipeline error. I don’t know. It froze at 4/50 samples on this scene before, and just hung there, until I move the camera.

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Lagging object selection and UI should not happen, since his laptop hardware looks like it should handle Rhino very well and his settings seem right.

Hard to say what is wrong there. At this point someone from Mcneel needs to help, I think.

Thanks for confirming that for me. Everyone I know/ask has this buggy counter.

Object selection lag sometimes happens to me.

However thier demonstration of the UI lag between panels seemed quite commonly reported. Mine nearly always hangs when Rhino is first used, and I try to change to the material panel.

I often have a much easier time with object selection when using bella than I do with Cycles. Selecting stuff or moving in veiwport has always been more crashy/laggy with Cycles than with either rendered mode or bella.

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Yes, I don’t doubt that the way cycles is integrated into Rhino makes it less performant. It’s hard to say how bad it is since you can’t easily compare a rhino-cycles rendering to a blender-cycles rendering. And comparing the quicker reaction time of other renderers, there is also no doubt that there is much room for improvement for rhino-cycles.

The bigger issue for me is how far behind the cycles version is compared to the version from blender.

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Bella seems nice I will have to try it soon

Good question

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Try clicking the Star icon at the lower left of the viewport controls when Raytraced is running. This will turn off the default denoiser. I’d try that as well as a smaller viewport to improve your speed.

It stops near the end and never ends.
スクリーンショット 2025-04-02 132248