reynante
08-10-2012, 05:10 AM
For the complete post, go to http://reynantem.blogspot.com/2012/08/blender-viewport-optimization.html
Here's a quoted section of the post:
Hi, all!
Just wanted to share another neat trick to make your 3D Viewport more responsive. Most useful when you're designing interactive assets and environments (games, walkthroughs, etc.).
Often (if using a not-so-high-end machine), during texturing, modeling, or other tasks involving realtime view of textures and shaders via the GLSL shading option on medium to large scenes, we experience a slow response of our 3D viewport which is just natural, especially given we have limited resources and graphical computing power. This is often a cumbersome situation to get into, where we have to wait a couple of seconds which could even get to a few couple of minutes; we don't usually want that, especially on a tight deadline; we want something quick and responsive. Even more so, this is annoying if we are working with only a single asset and had the surrounding objects linked in, just for reference purposes and other tasks like Ambient Occlusion baking, texture matching and alignment, etc.
Here's a quoted section of the post:
Hi, all!
Just wanted to share another neat trick to make your 3D Viewport more responsive. Most useful when you're designing interactive assets and environments (games, walkthroughs, etc.).
Often (if using a not-so-high-end machine), during texturing, modeling, or other tasks involving realtime view of textures and shaders via the GLSL shading option on medium to large scenes, we experience a slow response of our 3D viewport which is just natural, especially given we have limited resources and graphical computing power. This is often a cumbersome situation to get into, where we have to wait a couple of seconds which could even get to a few couple of minutes; we don't usually want that, especially on a tight deadline; we want something quick and responsive. Even more so, this is annoying if we are working with only a single asset and had the surrounding objects linked in, just for reference purposes and other tasks like Ambient Occlusion baking, texture matching and alignment, etc.
