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Verge3D 3.3 pre3 available!

Home Forums Official Announcements Verge3D 3.3 pre3 available!

Viewing 15 posts - 1 through 15 (of 53 total)
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  • #30517
    Yuri KovelenovYuri Kovelenov
    Developer

    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.

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #30518
    Yuri KovelenovYuri Kovelenov
    Developer

    Loading 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.

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #30519
    Yuri KovelenovYuri Kovelenov
    Developer

    Grab the preview build from the downloads page and see how it works for you!

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #30525

    Woehoe!!

    These load times are way better!

    :yahoo:

    #30528

    Yay!

    Co-founder and CTO at Soft8Soft
    FB | Twitter | VK

    #30529
    core3dcore3d
    Licensee

    This is great! Thank you

    #30541
    Avatarweb
    Licensee

    Great 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?

    #30542
    kubuzkubuz
    Licensee

    nice !!

    #30549
    zjbcoolzjbcool
    Licensee

    great! :rose:

    ——https://zjbcool.com/

    #30587
    Yuri KovelenovYuri Kovelenov
    Developer

    Do I need to update gltf and other stuff also to make it work?

    Re-exporting gltf after update is always a good idea!

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #30589
    GlifTekGlifTek
    Licensee

    Holy 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! :yahoo:

    …but still gotta test it now… B-)

    Kudos for always listening to your user-base! :good:

    Thanks!

    #30590

    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?

    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.

    #30605
    illussimoillussimo
    Licensee

    Works great, super-fast loading in Chrome and the latest version of Edge. (Edge is now based on Chromium.) :yahoo:
    Unfortunately, the KHR parallel shader compile extension is not yet supported in Firefox.
    But I suppose Firefox will follow soon. :yes:

    #30620
    GlifTekGlifTek
    Licensee

    Works great, super-fast loading in Chrome and the latest version of Edge. (Edge is now based on Chromium.) :yahoo: Unfortunately, the KHR parallel shader compile extension is not yet supported in Firefox. But I suppose Firefox will follow soon. :yes:

    AH! is this issue caused by the canvas puzzle?

    Edit: hmm but the canvas works though…hmmm

    • This reply was modified 3 months ago by GlifTekGlifTek.
    #30664
    NaxosCGNaxosCG
    Licensee

    Hello, 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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