Notes on Blender Performance

Okay, compare to other 3D applications, Blender is compact, fast, and runs on almost any computer made in the last 20 years. But is it running as best as it could on your system? Below is a few of my own observations on how to optimize settings to get the most speed out of Blender 2.5/2.6.

Enable VBO: VBO is a way to speed up the viewport performance by caching geometry data on the graphic card so that they can be drawn faster than relying on the CPU to send the data every frame.  On scenes with large polycount, VBO can easily quadruple the viewport frame rate. I believe the only reason why it’s off by default is for compatibility with really old Intel graphics card.  All modern Radeon and Geforce graphics should support VBO.  VBO can be turned on from the Preference Panel.

Disable double-sided object: On some graphic cards (older generations circa 2006 or earlier, and the latest Nvidia Fermi),doubled sided lighting makes the video card work a lot harder than normal.  So, to speed up display of high polygon object, disable doubled sided in the object panel should help a bit.  This will make the ‘back’ side of a polygon black, which might not be acceptable in certain cases.  But it makes hunting for reversed-normals even easier.

Enable Only Render: Eventually a scene gets cluttered up with all the lamps, empties, constraints and various other ‘helper’ lines that distracts you from the final look of the image.  Turning on Only Render from the view property panel will hide all the non-renderable objects.  Not only can this give you a clean look at the scene, but also speeds up the viewport performance by quite a bit.

Go 64bit: Almost all the computers out today is 64bit capable.  Running a 64bit of Blender will automagically give you a 20-30% speed boost over the same 32bit binary.   x64 also enables Blender to use more than 2GB of RAM without crashing, which is kinda mandatory for complex scenes.

Use Multi-core CPU: First there is hyper-threading, then dual core, then quad core, and now we have eight-core CPUs WITH hyperthreading.  Luckily, Blender’s main rendering engine is very good at taking advantage of multiple cores.  It will scale up to as many cores as you can buy for rendering.

Special effects calculation like particles, fluid, and smoke is partially multi-threaded, but admittedly they don’t work as well. Having a dual-core helps, but don’t expect astronomical performance on an eight-core CPU.

Operating Systems: The never-ending debate is really not an issue at all. From my personal experience, Windows, Mac and Linux are equally fast when it comes to running Blender.

Optimized Builds: Optimized builds are Blender versions compiled with more agressive optimization for a particular CPU, generally they are 10-20% faster than the official Blender. My experience with them is very positive, they have proven to be as stable as the official release. Graphicall.org hosts many of these builds.

Texture Limit:  When working with large textures in complex sets, setting the texture limit to 256 or 512 can also help view-port performance as it scales every texture down from say 4096 to the chosen limit. This setting can be found in the Preference Window. (Suggested by Daniel via comment)

Image of the week

Two more screencap from the animation I am working on at work.


The images above are screencaptures from an animation I am working on for my university. The video is 2 minutes long, with 5 scenes showing the Northwestern Hawaiian Island and its beautifully pristine coral reefs.

Took about 1 month of preparation, 1 month of modelling and animation in Blender, and 1 month of lighting set up and compositing work to get to where we are today.

The most understated game engine

Gamekit is fully compatible with Blender, runs on Windows, Mac, Linux, iOS and Android, and uses a completely non restrictive license so you are free to sale your game without worrying about copyright issues.

Chances are, you’ve never heard of Gamekit.

Despite a simple website, and a whole bunch of confused users who want to try gamekit but don’t know how, gamekit is pretty darn functional already. Within half an hour, you can make a simple 3D game that compiles and runs on an iPhone. It also supports shaders, physics, animation and lua scripting. If you a looking to replace the Blender game engine with something lighter, faster and more modern, take a look at this game engine.

Sure the documentation is a little sparse, but as more artists start using this engine, hopefully we’ll see more literature on the topic.

Showing off more Cycles eye candy

Rendered with Cycles by me, the beautiful Audi R8 model is provided by Ethan Luo.

The new Cycles rendering engine in Blender really made it easy to create hyper-realistic looking images with so little effort. This model was prepared for Cycles rendering in less than an hour. The rendering took less than 5 minutes per frame on a GTX580 GPU.