MultiDraw Consolidation is now active by default in OpenGL mode in Viewport 2. It increases viewport performance by combining traditional consolidation for static objects and MultiDraw consolidation for non-deforming animated objects (including meshes, NURBS surfaces, NURBS curves, and other geometry) when drawing in the viewport. For more information see General variables.
Due to missing graphics stack support on Mac OS X, MultiDraw Consolidation is not available.
Both traditional static and MultiDraw consolidation now offer increased support for transparent objects when you use an out-of-order transparency mode. This is useful for scenes where there are many (1000+) transparent objects.
To see performance gains, switch the Transparency Algorithm in the Viewport 2.0 options from the default Object Sorting to Weighted Average or Depth Peeling. (Results vary in scenes depending on the amount of transparent objects in the scene.)
The Preview Quality setting in the file node Attribute Editor now applies to both the UV Editor and Viewport 2.0.
Interaction is improved while materials and textures load when opening a new scene with the Material Loading Mode set to Parallel in the Display preferences.
The Materials To Load HUD and Textures To Load HUD indicate the loading progress. When complete, the HUD shows 0.
Memory allocated to textures not used for rendering can be released with the ogs command and drt flag. For example, use this command to free texture memory after switching from textured to shaded mode, or templating or hiding objects. See Release GPU memory for unused textures.