Complex scenes cause node editor interactions to be very laggy #67429
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Reference: blender/blender#67429
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-18 14:52, hash:
38d4483c6a
Worked: (optional)
Short description of error
I have some more complex scenes where the node editor interactions are quite laggy even if the 3D viewport is not part of the layout at all. Simple things like dragging selection box or moving around nodes in viewport cause stutter and UI lag. Pretty much any mouse cursor interaction with node editor does.
Exact steps for others to reproduce the error
Result: The sheer complexity of the scene causes node editor interaction to be very laggy, even when using node editor to interact with nodes which are not a direct part of the scene complexity (A new unique material on a new unique cube with a new unique mesh data block). Also, removing 3D viewport from the workspace layout does not help.
Expected: Node editor interaction remains smooth regardless of scene complexity
It appears that every single UI interaction such as mouse click in the node editor is evaluating a lot more data than it needs to.
Added subscriber: @Rawalanche
Complex scenes cause node editor interactions to be laggyto Complex scenes cause node editor interactions to be very laggyAdded subscriber: @machieb
I´m working with around 20million polygons and around 10000objects every day. The node editor is then most of the time very laggy.
So I can confirm that that the interaction in the node editor is very laggy when working in complex scenes.
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Graphics card: GeForce GTX 1080TI/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Changed status from 'Open' to: 'Archived'
Profiling shows that this is related to undo system writing, particularly since it happens when the 3D viewport is hidden.
For that we have #60695 (Optimized per-datablock global undo), the third step there is what would address this case.