What's new in 3D for Qt 5.14, 5.15 and beyond
summary
Qt3D removes the aspect and rendering threads so front end and back end sync directly, cutting memory churn — a demo of 1,000 rotating instances drops 1.2 million allocations → 0 — and 5.15 adds a job profiler and an on-screen performance overlay showing FPS, draw calls and vertex counts (example car model: 390,000 triangles, 17 textures, 8 render passes). Qt6 introduces a pluggable renderer with RHI backend using Metal/DirectX/Vulkan, geometry/view/bounding‑volume API changes (breaking headers) and Kuesa glTF workflow with lightweight materials and picking proxies.
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chapters (19)
- 0:00Start
- 5:58What is Qt 3D?
- 7:44Frontend - Backend Split
- 8:52Simulation: Thread Pool
- 13:505.14 Threading and Messaging Overhaul
- 16:09Performance Gain
- 18:015.15: No Rendering Thread
- 18:335.15 Performance Tracking
- 26:18Qt 6: Rendering Backends
- 26:58Qt 6: Choosing Backend
- 27:55RHI Limitations
- 31:00Qt 6: Geometry Representation
- 33:20Qt 6: Source Breaking Change
- 35:40Qt 6: Bounding Volumes
- 38:58Qt 6: Setting the Bounding Volume
- 41:30Qt 6: Picking Proxy
- 44:36What is Kuesa?
- 49:14Kuesa: Easy Integration
- 51:10Kuesa: Model Conditioning
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