Home › Forums › Official Announcements › Verge3D 3.3 pre3 available!
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2020-07-23 at 12:47 pm #30517Yuri KovelenovStaff
Here is the 3rd preview build of the upcoming Verge3D 3.3. In this update we included important optimizations that led to significant reduction of loading time, several new puzzles, Noise map and OSL shaders support for the 3ds Max version and some other minor improvements.
2020-07-23 at 12:47 pm #30518Yuri KovelenovStaffLoading speed
We drastically improved loading performance thanks to various optimizations. Namely, we implemented parallel shader compilation among other things. Also the loading stages were restructured to speed up the overall loading process.
The results can be seen on the chart below (measured on Intel Core i7-4790K / NVIDIA GTX 970 / Win 10).
Puzzles
The category Misc in the Puzzles editor was renamed as Advanced.
New puzzles wait promise and promise value were added to the Advanced category.
You can use these puzzles to retrieve data from JavaScript promises which are returned by the generate normal map and export glTF puzzles.New Material puzzles were implemented: get color and get value that now exist alongside the previously available set color and set value puzzles.
Other improvements
The variant of Verge3D run-time v3d.module.js is now provided with software installations (previously it was only contained in the Enterprise builds). This fixes issues with code examples most of which use this run-time.
You can use this run-time if you need import declarations in your JavaScript code. This module also simplifies embedding of Verge3D code in your own programming projects.
Max-specific
The Noise map is now supported by Verge3D. Also we initiated supporting Open Shading Language (OSL) maps.
Maya-specific
We fixed another export crash with incorrectly assigned UV coordinates.
2020-07-23 at 12:48 pm #30519Yuri KovelenovStaff2020-07-23 at 2:26 pm #30525matthijsbinmatCustomerWoehoe!!
These load times are way better!
2020-07-23 at 2:29 pm #30528Alexander KovelenovStaff2020-07-23 at 2:30 pm #30529core3dCustomerThis is great! Thank you
2020-07-23 at 3:24 pm #30541webCustomerGreat improvements. Thank you very much for all your hard work in making verge better and better.
I tested the update on a bigger app. Sadly the scene loading time went from 3180ms to 6180ms. I just updated the v3d.js. Do I need to update gltf and other stuff also to make it work?
2020-07-23 at 3:57 pm #30542kubuzCustomernice !!
2020-07-23 at 4:35 pm #305492020-07-24 at 8:20 am #30587Yuri KovelenovStaffDo I need to update gltf and other stuff also to make it work?
Re-exporting gltf after update is always a good idea!
2020-07-24 at 8:21 am #30589GLiFTeKCustomerHoly goodness, Batman!
This is like early Christmas!The promises!! (The precciousss!!)
The CSS HEX RGB! color values!
The loooad times!
THE MODULE FOR CODE EXAMPLES!
…it’s all coming together now….
Very psyched for this update guys!
…but still gotta test it now…
Kudos for always listening to your user-base!
Thanks!
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plz share Discord link & on your signature!2020-07-24 at 8:27 am #30590Ivan LyubovnikovStaffI tested the update on a bigger app. Sadly the scene loading time went from 3180ms to 6180ms. I just updated the v3d.js. Do I need to update gltf and other stuff also to make it work?
No, you only need to update v3d.js. Also, loading time depends on whether a browser can utilize shader cache or not. If you change materials in your scene or the engine was changed somehow in a way that affects shader code then a browser needs to compile shaders again during the first load and it’s generally slower. But on subsequent loads it should be faster due to shader caching. Nevertheless the optimization that we made in this update should cover both cases.
If you can share a link to your app we can check if something goes wrong during loading.
Co-founder and lead developer at Soft8Soft.
2020-07-24 at 12:53 pm #30605illussimoCustomerWorks great, super-fast loading in Chrome and the latest version of Edge. (Edge is now based on Chromium.)
Unfortunately, the KHR parallel shader compile extension is not yet supported in Firefox.
But I suppose Firefox will follow soon.2020-07-25 at 5:08 am #30620GLiFTeKCustomerWorks great, super-fast loading in Chrome and the latest version of Edge. (Edge is now based on Chromium.) Unfortunately, the KHR parallel shader compile extension is not yet supported in Firefox. But I suppose Firefox will follow soon.
AH! is this issue caused by the canvas puzzle?
Edit: hmm but the canvas works though…hmmm
Visit the GLIFTEK Verge3D Plugins Store!
GLIFTEK.com for Plugin Documentation & LIVE DEMOS!
LIKE The GLIFTEK Facebook Page for updates!
Join the Verge 3D Discord Server!
plz share Discord link & on your signature!2020-07-27 at 8:44 am #30664NaxosCGCustomerHello, is that safe to install the 3.3 pre-release while i’m in production ? I mean, is it stable enough, not too “beta” ?
"1+1=3... for large values of 1"
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