Regression: Massive drops in Animation playback (fps) in the viewport #88219
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Reference: blender/blender#88219
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7f7e683099
)64d96f68d6
)267a9e14f5
)03013d19d1
)d09b1d2759
)80859a6cb2
)Short description of error
Massive drops in Animation playback
Exact steps for others to reproduce the error
I have this test scene here from the forum (unfortunately I forgot the direct link).
fps-performance.blend
Added subscriber: @ditos
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm, will bisect.
Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
Added subscriber: @fclem
Apparently caused by
267a9e14f5
(at least forMaterial
andRendered
viewport shading - cannot speak forSolid
)This might all be expected behavior, will let @fclem decide.
267a9e14f5
may have introduce a bit more overhead but not that much (would expect max 5% change). This seems to affect all modes.I tried to reproduce but 2.92 & 2.93 & 3.0 release gives me almost exactly the same results (no regression) on a GTX 960M and an AMD Radeon Pro WX7100 on linux. Will try on windows.
Edit: I cannot reproduce the slowdown on windows either (GTX 960).
Added subscriber: @deadpin
Sadly I can repro here:
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27
High-DPI display (4k so there's lots of pixels to shade)
2.92
Solid: 61fps
Material Preview: 43fps
Rendered: 34fps
3.0
06e62adfb8
Solid: 59fps
Material Preview: 26fps
Rendered: 21fps
Hi Clément and Jesse,
to prevent the frequency of your monitor from limiting the playback speed,
switch the vertical sync to off.
Thanks for the hint, I edited my comment. I disabled vsync and then used a script to count how long it took to animate across the 250 frames and calculated fps from that. The numbers above should be pretty accurate now. (yeah, even at 4k the default cube scene maxes out at ~70fps for me on both versions so the 60fps numbers there seem right for solid view)
I have FHD on my GTX 1070 and in Solid 223 fps.
So about four times the fps at a quarter of the resolution, is about right.
Added subscriber: @LukasTonne
I'm seeing the same issue, on two different machines (both win10, different NVidia cards). Viewport shows 18-25 fps in solid mode, drops to ~12 fps in shaded or rendered.
I have narrowed it down to a combination of armature and subdiv modifiers. Order of modifiers doesn't seem to matter, presumably if the the armature comes first it forces the subdiv to update every frame, or conversely if subdiv comes first it creates more work for the armature deform. The number of bones seems to affect it quite a bit.
Here's a simplified test file:test3.blend
system-info.txt
system-info2.txt
Added subscriber: @Raimund58
Added subscriber: @PratikPB2123
Can only reproduce on debug build. All release builds works fine here (2.92, 2.93.7, 3.2)
@lichtwerk , can you recheck?
Added subscriber: @geocentric_wage
Getting this in release builds as well, noticable with VSYNC ON or OFF
Added subscriber: @Jeroen-Bakker
Thanks, that is a strange one. The source points to a diff that is eevee internal. but the bug is also about workbench. I suspect that there is a different change happened, but the mentioned commit only exaggerate it. I'll build a similar configuration and see if I am able to point to a different cause.
So to be precise, this is what I am getting (I will take some time bisecting things as performance seems to have taken various hits...):
Will update this table as bisecting progresses.
The culprit for the regression in material/rendered between 2.92 and 2.93 I think we have already found in
267a9e14f5
.267a9e14f5
)03013d19d1
)d09b1d2759
)80859a6cb2
)2.92 to 3.0 - Massive drops in Animation playback (fps) in the viewportto Massive drops in Animation playback (fps) in the viewportAdded subscriber: @JacquesLucke
Massive drops in Animation playback (fps) in the viewportto Regression: Massive drops in Animation playback (fps) in the viewportFleshing out something like #98100 (Monitor FPS playback regressions in time for workbench and eevee) and adding that to test should help prevent this in the future hopefully
On my system (Linux + GTX760 + 470 drivers) I got a different cause for the eevee regression.
ba75ea8012
6842c549bb
Looking at the code I would think
6842c549bb
is more likely to be the culprit.
Looking at the current results there isn't a single commit that can be pointed out as the root cause. There are multiple commits that reduced the performance. Some are more visible depending on the actual platform you're using.
Eevee is always optimized to the latest generation GPUs. What also leads to performance regressions to previous generations as GPU architectures can be totally different between generations.
With the upcoming eevee-next I would not spend to much time on getting the FPS back to what it was as it would require re-development and could impact the quality or performance in different ways.
Thing we should learn from this task is that monitoring is very important. Will check to set something up here that would create those kind of reports #98100 (Monitor FPS playback regressions in time for workbench and eevee).
For now lowering this issue and set it to known issue.
A huge thanks to everyone involved!
Small question, is this only impacting the viewport, or is it affecting the rendering (to image files) as well?
During final rendering to images the slowdown isn't that noticeable as writing to file and color management would be much more of a performance bottleneck.
Added subscriber: @RedMser
Added subscriber: @JacobMerrill-1
"we are a animation software that is terrible at the actual act of animation"