Here are some tips to improve Eyeshot frame rate. Before playing with this settings, please turn on the current frame rate display using the Model.ShowFPS property.
Always use the least acceptable Model.DisplayMode. For example, if you are drawing only wires, don't forget to set the display mode as Wireframe. If you are drawing 3D objects, try first Shaded display mode, it uses colors only instead of all material properties.
Skipping small objects
During dynamic movements, Eyeshot skips drawing all entities whose size on screen is bigger than Viewport.SmallSize (in pixels). With the property Viewport.SmallSizeRatio you can control the SmallSize value estimation, based on the smallest Viewport dimension. The default value is 0.01 (1% of the smallest Viewport dimension) and can be disabled using zero.
Silhouettes are computationally expensive and can slow down a scene. They can be either disabled entirely, drawn only at the end of a dynamic movement (the default) or drawn at every frame. Set the Model.SilhouettesDrawingMode property of the desired display mode to:
Model.Wireframe.SilhouettesDrawingMode = silhouettesDrawingType.Never; Model.Shaded.SilhouettesDrawingMode = silhouettesDrawingType.Never; Model.Rendered.SilhouettesDrawingMode = silhouettesDrawingType.Never; Model.Flat.SilhouettesDrawingMode = silhouettesDrawingType.Never; Model.HiddenLines.SilhouettesDrawingMode = silhouettesDrawingType.Never;
Available only in the Rendered display mode, they require an extra drawing pass so they slow decrease the frame rate. They can be disabled with the following property:
Model.Rendered.PlanarReflections = false;
Available only in the Rendered display mode, they require extra drawing steps so they decrease the FPS rate. They can be disabled with the property:
Model.Rendered.ShadowMode = shadowType.None;
Their quality, can be tuned with the property:
Model.Rendered.RealisticShadowQuality = realisticShadowQualityType.Low;
which can be Low, Medium or High, where Low requires less drawing passes and High requires more drawing passes.
Edges and internal wires
In Shaded and Rendered display modes, you may want to turn off edges and internal wires drawing in this way:
Model.Shaded.ShowEdges = false; Model.Shaded.ShowInternalWires = false; Model.Rendered.ShowEdges = false;
Many transparent objects will for sure slow down drawing. Keep their number at the minimum or keep low their triangle count.
A complex multilevel scene structure using Block/BlockReference will allow saving memory but in general will not improve the frame rate.
The bigger is the scene number of segments/triangles the slower will be dynamic movements. You can try reducing the segments/triangles total count calling Model.Entities.RegenAllCurved(<deviation>) with the biggest acceptable deviation (chordal error) tolerance.
Immediate mode rendering in WPF
If you use the WPF Eyeshot control, try enabling the Immediate mode rendering in this way:
Model.Renderer = rendererType.OpenGL;
If most of your problems are with dynamic movements, you can try to activate Turbo. It kicks in only during dynamic movements and disables all the graphics sexy features, like shadows, silhouettes, planar reflection, materials, etc. To use it, just set a maximum number of items on screen beyond with you want turbo to automatically activate:
model1.Turbo.MaxComplexity = 100;
The next time you Zoom/Pan/Rotate your scene you'll notice a considerable speed improvement at the cost of a small delay during geometry bounding box update. You can read more on Turbo mode here.