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Performance: Never draw channels region during playback
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Authored by Jeroen Bakker (jbakker) on Fri, Jun 19, 8:23 AM.

Details

Summary

Channels aren't visually changed by playing back an animation so there
is no need to do this. As rendering channels is using a lot of logic
(filtering animation data, converting fcurves to samples etc) it has an
noticeable overhead.

Please check if I am correct with the that it is actually not needed I
couldn't think of a reason why it should be.

Spring 02_020_A.anim.blend went from 11.8 to 12.0 on a Ryzen 1700. I
didn't test with scenes but it should be more noticeable with more
complex scenes.

Diff Detail

Repository
rB Blender

Event Timeline

Jeroen Bakker (jbakker) requested review of this revision.Fri, Jun 19, 8:23 AM
Jeroen Bakker (jbakker) created this revision.
Jeroen Bakker (jbakker) retitled this revision from Performance: Never draw channels region during playback. to Performance: Never draw channels region during playback.Fri, Jun 19, 8:27 AM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Fri, Jun 19, 9:08 AM

Yes, its very rare that you would want to modify the graph editor or the dope sheet for that matter while youre playing back the animation 99.9% of the time youd stop playing back first before making edits on it.

This revision is now accepted and ready to land.Fri, Jun 19, 12:22 PM

Yes, its very rare that you would want to modify the graph editor or the dope sheet for that matter while youre playing back the animation 99.9% of the time youd stop playing back first before making edits on it.

Even that case is covered. This patch doesn't limit functionality at all.