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authorJulian Eisel <julian@blender.org>2020-05-24 18:26:31 +0300
committerJulian Eisel <julian@blender.org>2020-05-25 16:52:24 +0300
commitec0ba8e3b5ee2d5f5ef9239641db6550bf5b77b7 (patch)
treeaeb3e9562d326f61ff1f845c2925a60f505ce3df /source/blender/editors/space_view3d/space_view3d.c
parent026eba8523ccaac5c46eb2ab94d857ba53d29994 (diff)
VR: Fix big performance bottleneck for simple scenes
Blender's main loop puts the main thread to sleep for 5ms if no user input was received from the OS. We never want that to happen while the VR session is running, which runs on the main thread too. For simpler scenes, where the viewport already draws fast, this may have quite some impact. E.g. in my tests, the classroom scene went from ~55 to quite stable 90 FPS in solid mode (total render time as measured and averaged by Windows Mixed Reality utilities). With Eevee, it only went from 41 to 47 FPS. In complex files, there's barely a difference. E.g. less than 1 FPS increase in a Spring file (both Solid mode and Eevee).
Diffstat (limited to 'source/blender/editors/space_view3d/space_view3d.c')
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