Outliner performance with many objects kills Blender #51861

Closed
opened 2017-06-21 19:34:40 +02:00 by Steffen Dünner · 17 comments

System Information
Win10 x64 1703, nVidia GTX 780 3GB, latest drivers

Blender Version
Broken: all
Worked: (optional)

Short description of error
I noticed that Blender becomes totally unresponsive (you will have to kill it in the task manager) if you add lots of objects to a scene and there's an Outliner in your layout showing either the scene(s) or groups. In my case it started when I imported a scene with over 32.000 objects all sharing the same mesh data. I attached this scene here.
As long as you don't have any Outliner open or it's set to e.g. show "Orphan Data" Blender handles all these objects like a pro. Cycles starts rendering within seconds, the viewport is responsive at least as long as it's set to "Bounding Box" with my old graphics card. It's only the Outliner that causes the problem.

Exact steps for others to reproduce the error

  • Load the attached blend file. This will take a while. Make sure you choose to a) "Load UI" or b) load it with a layout without any Outliner open otherwise you can most likely kill Blender because it won't react any more.
  • If you loaded the UI just switch the Outliner from "Orphan Data" to "Current Scene".
  • If you opened the blend file with your own layout without any Outliner just add an Outliner and make sure it's set to e.g. "Current Scene".
  • Watch the blue wheel spinning or whatever your OS does when a task is unresponsive.
  • Grab a coffee... wait... drink a beer... wait... sleep... wait... wake up again and kill Blender ;)
    LIB_Moon_Surface_v02.blend
**System Information** Win10 x64 1703, nVidia GTX 780 3GB, latest drivers **Blender Version** Broken: all Worked: (optional) **Short description of error** I noticed that Blender becomes totally unresponsive (you will have to kill it in the task manager) if you add lots of objects to a scene ***and*** there's an Outliner in your layout showing either the scene(s) or groups. In my case it started when I imported a scene with over 32.000 objects all sharing the same mesh data. I attached this scene here. As long as you don't have any Outliner open or it's set to e.g. show "Orphan Data" Blender handles all these objects like a pro. Cycles starts rendering within seconds, the viewport is responsive at least as long as it's set to "Bounding Box" with my old graphics card. It's only the Outliner that causes the problem. **Exact steps for others to reproduce the error** - Load the attached blend file. This will take a while. ***Make sure*** you choose to a) "Load UI" or b) load it with a layout without any Outliner open otherwise you can most likely kill Blender because it won't react any more. - If you loaded the UI just switch the Outliner from "Orphan Data" to "Current Scene". - If you opened the blend file with your own layout without any Outliner just add an Outliner and make sure it's set to e.g. "Current Scene". - Watch the blue wheel spinning or whatever your OS does when a task is unresponsive. - Grab a coffee... wait... drink a beer... wait... sleep... wait... wake up again and kill Blender ;) [LIB_Moon_Surface_v02.blend](https://archive.blender.org/developer/F637824/LIB_Moon_Surface_v02.blend)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @SteffenD

Added subscriber: @SteffenD

Added subscriber: @CoreyRichardson

Added subscriber: @CoreyRichardson

So it's not a crash or anything, but at least on my computer, if I don't interact with the outliner, it will eventually (within minutes) become responsive again (on master). I'm working on getting a profile now.

So it's not a crash or anything, but at least on my computer, if I don't interact with the outliner, it will eventually (within minutes) become responsive again (on master). I'm working on getting a profile now.

Seems most of the time is being spent in outliner_make_hierarchy, representing something like 22% of the execution time (this includes also the time it took to load the blend file...).

Seems most of the time is being spent in outliner_make_hierarchy, representing something like 22% of the execution time (this includes also the time it took to load the blend file...).

So it seems the outliner always does (what seems to be) a relatively expensive tree building exercise every time it decides it needs to draw. Maybe caching or some smarts could help, I'll play around with it.

So it seems the outliner always does (what seems to be) a relatively expensive tree building exercise every time it decides it needs to draw. Maybe caching or some smarts could help, I'll play around with it.

Thanks Corey for having a look at this. I hope you find something to improve this as it's a major bottleneck here right now.

Thanks Corey for having a look at this. I hope you find something to improve this as it's a major bottleneck here right now.

I don't know if this helps in any way but if I enable the new dependency graph (--enable-new-depsgraph) the scene load time goes from several minutes to a mere 5 seconds.
The Outliner performance problems persist though.

I don't know if this helps in any way but if I enable the new dependency graph (--enable-new-depsgraph) the scene load time goes from several minutes to a mere 5 seconds. The Outliner performance problems persist though.

Added subscriber: @VukGardasevic

Added subscriber: @VukGardasevic

If you want to test the Outliner draw performance the easy way is to open an relatively small image in UV editor and go to Data-blocks > Images - find the image > Pixels. All the pixels values are drawn there. So if the image has 1000000 pixels there will be millions of entries. That will also consume a lot of ram, and possibly lock up blender too.

If you want to test the Outliner draw performance the easy way is to open an relatively small image in UV editor and go to Data-blocks > Images - find the image > Pixels. All the pixels values are drawn there. So if the image has 1000000 pixels there will be millions of entries. That will also consume a lot of ram, and possibly lock up blender too.

Thanks for your answer, Vuk. I didn't even know that one could find every single pixel of an image in the Outliner... crazy ;)

I just tried a tiny image (256x256=65.536 pixels) and Blender / Outliner was completely unimpressed.

Then I became too brave and tried a full HD image (1920x1080 = 2.073.600 pixels) and that gave the Outliner something to think about. The memory spiked several times (not very high though) and I could eventually close the Outliner.
But that's over 2 millions of entries and sliders and I can kind of "understand" that Blender is having a hard time dealing with this. And although this scenario is kind of synthetic, it would still be much better if the Outliner would only update or refresh the data you're currently looking at, i.e. the 40 pixel values you're currently able to see in the Outliner, not all 2 millions...

And in my case it was only ~32.000 objects, all sharing the same mesh data and material. And all other aspects of Blender dealt with it buttery smooth. Only the Outliner ruined the job.

Thanks for your answer, Vuk. I didn't even know that one could find every single pixel of an image in the Outliner... crazy ;) I just tried a tiny image (256x256=65.536 pixels) and Blender / Outliner was completely unimpressed. Then I became too brave and tried a full HD image (1920x1080 = 2.073.600 pixels) and that gave the Outliner something to think about. The memory spiked several times (not very high though) and I could eventually close the Outliner. But that's over 2 millions of entries and sliders and I can kind of "understand" that Blender is having a hard time dealing with this. And although this scenario is kind of synthetic, it would still be much better if the Outliner would only update or refresh the data you're currently looking at, i.e. the 40 pixel values you're currently able to see in the Outliner, not all 2 millions... And in my case it was only ~32.000 objects, all sharing the same mesh data and material. And all other aspects of Blender dealt with it buttery smooth. Only the Outliner ruined the job.

Added subscriber: @matali23

Added subscriber: @matali23

I can confirm that it's fast with the new depsgraph. Even with outliner opened. Scrolling with mouse well in the outliner works smoothly even. But dragging the scrollbar to go quickly to another position in the outliner will hang blender...

I can confirm that it's fast with the new depsgraph. Even with outliner opened. Scrolling with mouse well in the outliner works smoothly even. But dragging the scrollbar to go quickly to another position in the outliner will hang blender...

Maybe a good workaround in the meantime would be to not update the UI or once per second while dragging the scrollbar.

Maybe a good workaround in the meantime would be to not update the UI or once per second while dragging the scrollbar.

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2017-09-13 16:22:28 +02:00

Thanks for the report, but it's not really a bug. Outliner is slow by it's own nature, and requires some major internal changes to make it really usable.

On a positive side, for Blender 2.8 we are planning to make Outliner really usable to manage your scenes, collections, objects etc, which should also imply making it real-time.

So thanks for the report, but currently is not considered a bug.

Thanks for the report, but it's not really a bug. Outliner is slow by it's own nature, and requires some major internal changes to make it really usable. On a positive side, for Blender 2.8 we are planning to make Outliner really usable to manage your scenes, collections, objects etc, which should also imply making it real-time. So thanks for the report, but currently is not considered a bug.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#51861
No description provided.