Regression: Massive drops in Animation playback (fps) in the viewport #88219

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opened 2021-05-12 10:31:14 +02:00 by Hans Nolte · 32 comments
**System Information**
Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits
Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44
version VSYNC fps solid fps material fps rendered
2.92 off 230 80 61
2.93.9 (regression caused by 7f7e683099) off 230 76 55
2.93.9 (regression caused by 64d96f68d6) off 230 69 46
2.93.9 (regression caused by 267a9e14f5) off 230 57 41
3.0.1 (regression caused by 03013d19d1) off 200 57 41
3.1.2 (regression caused by d09b1d2759) off 110 57 41
3.2beta (regression caused by 80859a6cb2) off 107 54 37
**System Information**
Win 10
GTX 1070 - Studio Driver 462.59
version VSYNC fps solid fps material fps rendered
2.92 off 223 143 85
3.0 and Cycles-X off 79 66 50

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

``` **System Information** Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 ``` | version | VSYNC | fps solid | fps material | fps rendered | | -- | -- | -- | -- | -- | | 2.92 | off | 230 | 80 | 61 | | 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 | | 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 | | 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 | | 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 | | 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 | | 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 | ``` **System Information** Win 10 GTX 1070 - Studio Driver 462.59 ``` | version | VSYNC | fps solid | fps material | fps rendered | | -- | -- | -- | -- | -- | | 2.92 | off | 223 | 143 | 85 | | 3.0 and Cycles-X | off | 79 | 66 | 50 | **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](https://archive.blender.org/developer/F10087476/fps-performance.blend)
Author

Added subscriber: @ditos

Added subscriber: @ditos
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm, will bisect.

Can confirm, will bisect.
Member

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
Member

Added subscriber: @fclem

Added subscriber: @fclem
Member

Apparently caused by 267a9e14f5 (at least for Material and Rendered viewport shading - cannot speak for Solid)

This might all be expected behavior, will let @fclem decide.

Apparently caused by 267a9e14f5 (at least for `Material` and `Rendered` viewport shading - cannot speak for `Solid`) 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).

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

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

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 06e62adfb8f2 Solid: 59fps Material Preview: 26fps Rendered: 21fps
Author

Hi Clément and Jesse,

to prevent the frequency of your monitor from limiting the playback speed,
switch the vertical sync to off.

vertical-sync.jpg

Hi Clément and Jesse, to prevent the frequency of your monitor from limiting the playback speed, switch the vertical sync to off. ![vertical-sync.jpg](https://archive.blender.org/developer/F10091034/vertical-sync.jpg)

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)

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)
Author

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.

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.
Member

Added subscriber: @LukasTonne

Added subscriber: @LukasTonne
Member

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

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](https://archive.blender.org/developer/F11676302/test3.blend) [system-info.txt](https://archive.blender.org/developer/F11676190/system-info.txt) [system-info2.txt](https://archive.blender.org/developer/F11676191/system-info2.txt)
Contributor

Added subscriber: @Raimund58

Added subscriber: @Raimund58
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Can only reproduce on debug build. All release builds works fine here (2.92, 2.93.7, 3.2)
@lichtwerk , can you recheck?

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

Added subscriber: @geocentric_wage
Member

In #88219#1312929, @PratikPB2123 wrote:
Can only reproduce on debug build. All release builds works fine here (2.92, 2.93.7, 3.2)
@lichtwerk , can you recheck?

Getting this in release builds as well, noticable with VSYNC ON or OFF

> In #88219#1312929, @PratikPB2123 wrote: > Can only reproduce on debug build. All release builds works fine here (2.92, 2.93.7, 3.2) > @lichtwerk , can you recheck? Getting this in release builds as well, noticable with VSYNC ON or OFF
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

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.

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.
Member
**System Information**
Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits
Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44

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.

version VSYNC fps solid fps material fps rendered
2.92 off 230 80 61
2.93.9 (regression caused by 267a9e14f5) off 230 57 41
3.0.1 (regression caused by 03013d19d1) off 200 57 41
3.1.2 (regression caused by d09b1d2759) off 110 57 41
3.2beta (regression caused by 80859a6cb2) off 107 54 37
``` **System Information** Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 ``` 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. | version | VSYNC | fps solid | fps material | fps rendered | | -- | -- | -- | -- | -- | | 2.92 | off | 230 | 80 | 61 | | 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 | | 3.0.1 (regression caused by 03013d19d1) | off | 200 | 57 | 41 | | 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 | | 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |
Philipp Oeser changed title from 2.92 to 3.0 - Massive drops in Animation playback (fps) in the viewport to Massive drops in Animation playback (fps) in the viewport 2022-05-13 12:42:11 +02:00
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Philipp Oeser changed title from Massive drops in Animation playback (fps) in the viewport to Regression: Massive drops in Animation playback (fps) in the viewport 2022-05-13 15:21:56 +02:00
Member

Fleshing 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

Fleshing 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
Member

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.

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.
Member

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!

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!
Contributor

Small question, is this only impacting the viewport, or is it affecting the rendering (to image files) as well?

Small question, is this only impacting the viewport, or is it affecting the rendering (to image files) as well?
Member

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.

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.
Contributor

Added subscriber: @RedMser

Added subscriber: @RedMser

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

"we are a animation software that is terrible at the actual act of animation"

  • maybe we can work on this and not label it as a known issue* -
"we are a animation software that is terrible at the actual act of animation" - maybe we can work on this and not label it as a known issue* -
Philipp Oeser removed the
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Reference: blender/blender#88219
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