Open the-powl opened 4 months ago
Hi, please attach your system info to provide us with more data. It may help us. If you export the G-code and then open it in a G-code viewer, is the issue observed as well?
Hello, same problem. After opening G-code in G-code viewer, the problem is also observed. PrusaSlicer Version: 2.8.0+win64 Build: PrusaSlicer-2.8.0+win64-202406270929
Operating System: Windows System Architecture: 64 bit Windows Version: Windows 10 (сборка 19045), 64-бит редакция Total RAM size [MB]: 17,124MB OpenGL installation GL version: 3.3.0 (3.3.0) Profile: Core Vendor: NVIDIA Corporation Renderer: GeForce 8800 GT/PCIe/SSE2 GLSL version: 3.30.0 Textures compression: Enabled Mutisampling: Enabled (4 samples)
The same for me. Previous versions where good to use. The 2.8.0 is unusable in G-Code preview (I can't rotate the screen anymore for big models).
Specs:
PrusaSlicer
Version: 2.8.0+win64
Build: PrusaSlicer-2.8.0+win64-202406270929
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 11 (build 22631), 64-bit edition
Total RAM size [MB]: 17,109MB
OpenGL installation
GL version: 3.3.0 (3.3 (Core Profile) Mesa 12.0.0-rc2)
Profile: Core
Vendor: VMware, Inc.
Renderer: Gallium 0.4 on llvmpipe (LLVM 3.6, 128 bits)
GLSL version: 3.30.0
Textures compression: Disabled
Mutisampling: Disabled
Very, very, very slow response in Previewmode and G-Code Viewer.
PrusaSlicer Version: 2.8.0+1-lm-spe2411-MacOS-x64 Build: PrusaSlicer-2.8.0+1-lm-spe2411-MacOS-x64-g86e8e256a-202407171406
Operating System: Macintosh System Architecture: 64 bit System Version: macOS Mojave Version 10.14.6 (Build 18G103) Total RAM size [MB]: 8,590MB OpenGL installation GL version: 3.3.0 (3.3 NVIDIA-10.4.14 310.90.30.05b27) Profile: Core Vendor: NVIDIA Corporation Renderer: NVIDIA GeForce GT 330M OpenGL Engine GLSL version: 3.30.0 Textures compression: Enabled Mutisampling: Enabled (4 samples)
Same on my machine. Although I don't see any performance drops in the slicer, I see it affecting other graphics-heavy applications when the slicer is in the background, doing nothing and showing a static picture. Task manager shows the slicer running my GPU at 75% - and that's for an NVidia 4060.
Version: 2.8.0+win64
Build: PrusaSlicer-2.8.0+win64-202406270929
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (сборка 19045), 64-бит редакция
Total RAM size [MB]: 16,781MB
OpenGL installation
GL version: 4.6.0 (4.6.0 NVIDIA 556.12)
Profile: Core
Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce RTX 4060 Laptop GPU/PCIe/SSE2
GLSL version: 4.60.0
Textures compression: Enabled
Mutisampling: Enabled (4 samples)
same here, Model view is working without any issue even with models over 1M tris, gcode view is barely usable.
PrusaSlicer
Version: 2.8.0+linux-x64-GTK3
Build: PrusaSlicer-2.8.0+linux-x64-GTK3-202406270929
Operating System: Unix
System Architecture: 64 bit
System Version: Linux 6.1.0-23-amd64 x86_64
Total RAM size [MB]: 7,202MB
OpenGL installation
GL version: 4.6.0 (4.6 (Core Profile) Mesa 22.3.6)
Profile: Core
Vendor: AMD
Renderer: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.49, 6.1.0-23-amd64)
GLSL version: 4.60.0
Textures compression: Enabled
Mutisampling: Enabled (4 samples)
Here's mine:
PrusaSlicer
Version: 2.8.0+win64
Build: PrusaSlicer-2.8.0+win64-202406270929
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 19045), 64-bit edition
Total RAM size [MB]: 34,141MB
OpenGL installation
GL version: 4.6.0 (4.6.0 - Build 31.0.101.3959)
Profile: Core
Vendor: Intel
Renderer: Intel(R) UHD Graphics 770
GLSL version: 4.60.0
Textures compression: Enabled
Mutisampling: Enabled (4 samples)
I reverted back to PrusaSlicer 2.7.4 because 2.8.0 is not usable at all for me.
Over 90% GPU load when it is showing a static image. I hear fans on full blast.
UPD: Sometimes Edge WebView also adds random spikes of up to 30% (even though the physical printer tab is not even open), but I guess that's beyond our power to fix.
I'm seeing the exact same thing on MacOS Monterey, PrusaSlicer 2.8.0 is completely unusable when in the sliced gcode view, moving rotating the object, view layers and just clicking in the interface produces horrible lag. In addition to this here, I've relayed the same info in email to prusa. Version 2.7.4 was rock solid, no issues. Really need this working so I don't have to manually build profiles for the MK4S in version 2.7.4 - Here's the system info:
Version: 2.8.0+MacOS-x64 Build: PrusaSlicer-2.8.0+MacOS-x64-202406270936 Operating System: Macintosh System Architecture: 64 bit System Version: macOS Monterey Version 12.7.6 (Build 21H1320) Total RAM size [MB]: 17,180MB Resident memory: 456MB Peak memory usage: 918MB RAM size reserved for the Undo / Redo stack: 1,074MB RAM size occupied by the Undo / Redo stack: 0MB OpenGL installation GL version: 4.1.0 (4.1 INTEL-18.8.16) Profile: Core Vendor: Intel Inc. Renderer: Intel Iris Pro OpenGL Engine GLSL version: 4.10.0 Textures compression: Enabled Mutisampling: Enabled (4 samples) Installed extensions: GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_subroutine GL_ARB_shading_language_include GL_ARB_tessellation_shader GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_texture_mirror_once GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_sRGB_decode GL_NV_texture_barrier Eigen vectorization supported: SSE, SSE2, SSE3, SSSE3, SSE4.1
Seems to be a duplicate of #12937
Seems to be a duplicate of #12937
U will find lots of similar complaints since 2.8 is avable. It´s performance bug still pending and unresolved. 2.7 was rocksolid even on weak/old Hardware. 2.8 Preview is a pain in tha and it feels like dev´s dont work it out.
@DerKameramann PrusaSlicer 2.7.4 is still avaliable for download. PrusaSlicer is Open Source, if you want to contribute a fix dont hesitate to do so.
its summer and vacation season, the devs have a life/family, please be patient.
no wonder OSS devs want to quit, suffer from bornout etc. when they have to deal with stuff like your comment. be patient and refrain from implying the devs dont care about this issue.
@DerKameramann PrusaSlicer 2.7.4 is still avaliable for download. no way ...
PrusaSlicer is Open Source, if you want to contribute a fix dont hesitate to do so. there is no need for another codenerd and I dont think you want me to teach how to fix such issues so dont call me up.
its summer and vacation season, the devs have a life/family, please be patient. well, a bunch of people, including me, are patient for 3 Months already i know they work on it - that´s why version 2.8.0 +1 is existent - but the problem persists and some say its parent is a major revision in the developer tool´s world dropping older hardware support. true? probably maybe. A statement like "nope, old hardware is not supported any longer" or forking a 2.7.x lts version dedicated to older hardware are possible moves.
no wonder OSS devs want to quit, suffer from bornout etc. when they have to deal with stuff like your comment. be patient and refrain from implying the devs dont care about this issue. did i say something like they dont care?
slow preview on my System too PrusaSlicer Version: 2.8.0+win64 Build: PrusaSlicer-2.8.0+win64-202406270929
Operating System: Windows System Architecture: 64 bit Windows Version: Windows 11 (Erzeugungsversion 22000), 64-bit Edition Total RAM size [MB]: 34,280MB OpenGL installation GL version: 3.3.0 (3.3 (Core Profile) Mesa 12.0.0-rc2) Profile: Core Vendor: VMware, Inc. Renderer: Gallium 0.4 on llvmpipe (LLVM 3.6, 256 bits) GLSL version: 3.30.0 Textures compression: Disabled Mutisampling: Disabled
How to enable the last 2 and how to update GLSL version ?
Greetings and THX
Problem still persistent in Version 2.8.1. Unusable for me unfortunately.
Same here. 2.8.1, with a fairly decent desktop computer. ryzen 5800x, 32 gigs of RAM, RTX3090. When trying to rotate the model in the preview view, it barely can keep up (2-3fps) with normal models, and it completely locks up with larger models. Looking at task manager, one core gets pinned at 100%
here's the model I was moving:
When viewing the whole model, attemting to move the "camera" results in a 30 seconds-1 minute lockup and then it moves. Viewing it like this (only first 15 layers) gets me an estimated 3fps.
Here's the system info:
PrusaSlicer
Version: 2.8.1+win64
Build: PrusaSlicer-2.8.1+win64-202409181359
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 19045), 64-bit edition
Total RAM size [MB]: 34,264MB
OpenGL installation
GL version: 3.3.0 (3.3 (Core Profile) Mesa 12.0.0-rc2)
Profile: Core
Vendor: VMware, Inc.
Renderer: Gallium 0.4 on llvmpipe (LLVM 3.6, 128 bits)
GLSL version: 3.30.0
Textures compression: Disabled
Mutisampling: Disabled
<details>
<summary>Installed extensions:</summary>
GL_AMD_conservative_depth
GL_AMD_draw_buffers_blend
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trinary_minmax
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clip_control
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_stencil_export
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map_array
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ATI_blend_equation_separate
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_blend_equation_separate
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_sRGB
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_pixel_buffer_object
GL_EXT_polygon_offset_clamp
GL_EXT_provoking_vertex
GL_EXT_shader_integer_mix
GL_EXT_texture_array
GL_EXT_texture_compression_rgtc
GL_EXT_texture_integer
GL_EXT_texture_mirror_clamp
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_IBM_multimode_draw_arrays
GL_KHR_context_flush_control
GL_KHR_debug
GL_MESA_pack_invert
GL_MESA_texture_signed_rgba
GL_MESA_ycbcr_texture
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_packed_depth_stencil
GL_OES_EGL_image
GL_OES_read_format
</details>
Vendor: VMware, Inc.
Huh.
Vendor: VMware, Inc.
Huh.
Not a VM, opengl probably comes with the vmware installation and it stuck as it's the last thing I installed that requires it.
Same, the preview gets really slow. 80x80x80 cube with 15% grid infill. 0.2 layers has noticeable fps drop with just 50 layers displayed and after 100 its getting really bad...
Memory is steady around 400MB for this model and CPU shoots up to about 30% when moving the model.
CPU: Ryzen 5 3600 GPU: GTX 1070 RAM: 32 GB
PrusaSlicer Version: 2.8.1+win64 Build: PrusaSlicer-2.8.1+win64-202409181359
Operating System: Windows System Architecture: 64 bit Windows Version: Windows 10 (build 19045), 64-bit edition Total RAM size [MB]: 34,288MB OpenGL installation GL version: 3.3.0 (3.3 (Core Profile) Mesa 12.0.0-rc2) Profile: Core Vendor: VMware, Inc. Renderer: Gallium 0.4 on llvmpipe (LLVM 3.6, 128 bits) GLSL version: 3.30.0 Textures compression: Disabled Mutisampling: Disabled
From this another problem arises: With PrusaSilcer 2.7 I can't access the new profiles for the new Prusa MK4S. Since I just did the upgrade I'm stuck with the MK4 profiles. This is definitely a thing that needs to be resolved somehow.
New 2.8.1 made everything worse for me. A simpleformed 10x10x3 cm Skull-Objekt in the G-Codeprieview renders the App almost unresponding. I´ll give up, going back to 2.7, works like a charm.
Same issue for me since 2.8.0 to 2.8.1 made everything worse for me. A simple formed calibration cube 20x20x20mm (https://www.printables.com/model/591501-calibration-calibration-cube) in the G-Code preview renders the App almost unresponding with 4 to 8 secs to refresh 3D after moving it with cursor...
What happened since 2.7.4 which works like a charm: I'm wonder to see OpenGL lost its graphic acceleration... ?
In waiting for next 2.8.2 version with optimized source code program, please add missing MK4S in 2.7.4 !!!
Operating System: Macintosh System Architecture: 64 bit System Version: macOS Sierra Version 10.12.6 (Build 16G2136) Total RAM size [MB]: 8,590MB OpenGL installation GL version: 3.3.0 (3.3 NVIDIA-10.2.37 310.90.10.05b54) Profile: Core Vendor: NVIDIA Corporation Renderer: NVIDIA GeForce GT 330M OpenGL Engine GLSL version: 3.30.0 Textures compression: Enabled Mutisampling: Enabled (4 samples)
Installed extensions: GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_explicit_attrib_location GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shading_language_include GL_ARB_texture_cube_map_array GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_texture_mirror_once GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB_decode GL_NV_texture_barrier
Same here
PrusaSlicer
Version: 2.8.1+win64
Build: PrusaSlicer-2.8.1+win64-202409181359
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 19045), 64-bit edition
Total RAM size [MB]: 12,766MB
OpenGL installation
GL version: 4.0.0 (4.0.0 - Build 10.18.10.5059)
Profile: Compatibility
Vendor: Intel
Renderer: Intel(R) HD Graphics 2500
GLSL version: 4.0.0
Textures compression: Enabled
Mutisampling: Enabled (4 samples)
<details>
<summary>Installed extensions:</summary>
GL_3DFX_texture_compression_FXT1
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_subroutine
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_separate_stencil
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_transform_feedback
GL_IBM_texture_mirrored_repeat
GL_INTEL_map_texture
GL_INTEL_performance_queries
GL_INTEL_performance_query
GL_KHR_blend_equation_advanced
GL_KHR_debug
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
</details>
Description of the bug
The graphics performance of PrusaSlicer 2.8.0 seems to have largely declined on my machine. I'm using the internalt Intel UHD Graphics 770 of my Intel Core i5 Processor and that's usually sufficient. But with the newest version of PrusaSlicer when I want to rotate the view on a half decent model in the sliced Preview the framerate drops to below <1fps. For large prints this is not even usable any more.
Project file & How to reproduce
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Checklist of files included above
Version of PrusaSlicer
2.8.0 // Edit: Also in 2.8.1
Operating system
Windows 10
Printer model
irrelevant