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Long-term support has come to Blender with the release of 2.83, meaning teams can stick to it for two years without major breakage worries or changes to their flow. This LTS system had been in discussion for some time now, part of Blender's aim to really become the go-to free and open source application for all kinds of 3D creation from games to films.

One of the massive new features is the inclusion of initial VR support, powered by OpenXR. This is what Collabora has been tinkering with while making their Monado Linux OpenXR runtime, which they showed it running Blender VR.

Tons more included like the EEVEE real-time render engine advancing with Render Passes, High Quality Normals, Hair Transparency and more. Multiple performance boosts elsewhere, the video editor gained a ton of new features like a Disk Cache, a Blade Tool, Opacity and Audio Preview on Strips and more.

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See the full release notes here.

Additionally, the Blender team are hiring. They're currently looking for a Back-End Developer. See the Jobs Page here for more info.

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setzer22 Jun 5, 2020
Quoting: riidom
Quoting: setzer22With the current version, you cannot work on animation with subdivided meshes (technically you can, it's just very slow, even on high end systems)

In render properties you have a "simplify" panel, you can set max. subsurf levels for the viewport there.

Thanks! But actually, the very first subdivision level is enough to make the viewport lag. You won't notice the problem if you're just modelling. It happens when the subdivided mesh is deformed, like when playing an animation. Apparently, they're recomputing the subdivided mesh at every frame, regardless of the order of modifiers. That, and the lack of GPU acceleration makes any system slow down to a crawl.

I was working around the issue by applying the subsurf modifier (yes, poly count is not the issue here). But then you loose your ability to go back to the low poly mesh for LODs...

It makes me feel blender doesn't take the gamedev use case seriously. Another case I can think of is their collada exporter: It does not export animations (just the currently selected one). Can you believe that? I don't many people are doing animation work for games with Blender, otherwise these would be top-priority issues.
Philadelphus Jun 5, 2020
Quoting: setzer22It makes me feel blender doesn't take the gamedev use case seriously. Another case I can think of is their collada exporter: It does not export animations (just the currently selected one). Can you believe that? I don't many people are doing animation work for games with Blender, otherwise these would be top-priority issues.
I think you're probably correct with that, didn't they drop the internal game engine a few versions ago?
Eike Jun 9, 2020
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Quoting: Purple Library GuyWhat's an MRA?

"Men's rights" whatever


Last edited by Eike on 10 June 2020 at 11:51 am UTC
Purple Library Guy Jun 10, 2020
Quoting: Eike
Quoting: Purple Library GuyWhat's an MRA?

"Mens rights" whatever
Ah, I remember now! "Men's Rights to be Assholes"!
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