
I’m using blender or rather i’m learning to use it with a notebook that has an Intel HD 2000 video card? Open GL 3.3 it will be possible to have a version of Blender 3.0 or later which is fully supported by the Intel HD 2000 which otherwise solves the lack of the Open GL 3.3 of my card but which manages to start completely and work well and perform all the functions with all render engines?Currently the versions of Blender I tested are those from 2.76 to 2.79b These features will remain available and supported in 2.83 and 2.93 LTS releases. AI denoising algorithms and in particular OpenImageDenoise generally yield better results, and we will optimize the architecture and workflow for them. Improved adaptive sampling and light importance sampling are key here. We are working to improve sampling algorithms to make this obsolete, and more automatically assign samples where needed. It is just a matter of time until more GPUs are supported in Cycles X again. Long term, supporting all major GPU hardware vendors remains an important goal, and we think that with this new architecture we’ll be able to better performance and something stability. This will not necessarily be ready for the first release, the implementation needs to reach a higher quality bar than what is there now. We are working with AMD and Intel to get the new kernels working on their GPUs, possibly using different APIs (such as CYCL, HIP, Metal, …). We can only make the kinds of bigger changes we are working on now by starting from a clean slate.
#BLENDER 3.0 DRIVER#
The combination of the limited Cycles split kernel implementation, driver bugs, and stalled OpenCL standard has made maintenance too difficult. DeprecationĪs part of the new architecture, we are removing some functionality.
#BLENDER 3.0 CODE#
A technical presentation for developers on the new architecture is available, and the code can be found in the cycles-x branch on. Today we’re sharing some initial performance results, and publishing the code to collaborate with Cycles contributors. There’s just enough functionality to render some of our benchmark scenes now. To that end, we’ve implemented a prototype of a new GPU kernel, and new scheduling algorithms for viewport and batch renders. Our first target was to validate the new architecture. Introduce more advanced rendering algorithms.Improve performance on modern CPUs and GPUs.Improve usability of viewport and batch rendering.Improve the architecture for future development.The Projectīroadly speaking, the goal of the project is to: Rather than finding quick fixes or optimizations that solve only part of the problem, we’re rethinking the architecture as a whole. To address that, Sergey and I started a research project named Cycles X, with the aim is to refresh the architecture and prepare it for the next 10 years. However some decisions made in the past are holding back performance and making it difficult to maintain the code. We’re keen to make bigger improvements to core Cycles rendering. We learned a lot in those 10 years, things that worked well, but also things that didn’t work well, or became outdated as rendering algorithms and hardware evolved. In the past decade Cycles has developed into a full-fledged production renderer, used by many artists and studios. Today it’s been exactly 10 years since Cycles was announced.
