Viewport Selection is getting slow depending on Scene Hierarchy depth / amount of objects #108204

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opened 2023-05-23 21:15:00 +02:00 by Hartmut Nörenberg · 5 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61

Blender Version
Broken: version: 3.6.0 Beta, branch: blender-v3.6-release, commit date: 2023-05-22 21:38, hash: 43fe7bec4fa5
Worked: (newest version of Blender that worked as expected)
This was also tested in 3.5.1 / 3.4 (not working as fast as expected)

Short description of error
Selecting objects in the viewport and in the outliner is taking seconds and produces high CPU load.
The spikes on the CPU graph are only produced by selecting a geometry (single left click on geometry in the viewport).

Exact steps for others to reproduce the error
The scene from the screenshot contains an agency export model with a lot of Emptys that are used for the scene hierarchy / CAD. 33K objects (22K emptys) / 55 Mio Triangles.
After deleting the emptys the selection is getting a little faster but still lacks behind. (from 3 to 1.5 seconds)
In Isolation view (1 single mesh) deselecting and selecting a mesh again it also takes around 1 second to select the mesh again. In edit mode selecting a vert / edge is instant as usual.
The geometry had Custom Split Normals Data but removing the normals made no difference.

Turning off Emptys selection in The outliner also brought not the same feeling like selecting in Edit Mode.

Exact steps for others to reproduce the error

  • Open attached 15000_empties.blend file (It is a simplified one)
  • Select any object from the 3D View

Note: The more Empties hidden, the faster the selection becomes.

Thanks a lot making Blender this awesome <3

15000_empties.blend

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61 **Blender Version** Broken: version: 3.6.0 Beta, branch: blender-v3.6-release, commit date: 2023-05-22 21:38, hash: `43fe7bec4fa5` Worked: (newest version of Blender that worked as expected) This was also tested in 3.5.1 / 3.4 (not working as fast as expected) **Short description of error** Selecting objects in the viewport and in the outliner is taking seconds and produces high CPU load. The spikes on the CPU graph are only produced by selecting a geometry (single left click on geometry in the viewport). **Exact steps for others to reproduce the error** The scene from the screenshot contains an agency export model with a lot of Emptys that are used for the scene hierarchy / CAD. 33K objects (22K emptys) / 55 Mio Triangles. After deleting the emptys the selection is getting a little faster but still lacks behind. (from 3 to 1.5 seconds) In Isolation view (1 single mesh) deselecting and selecting a mesh again it also takes around 1 second to select the mesh again. In edit mode selecting a vert / edge is instant as usual. The geometry had Custom Split Normals Data but removing the normals made no difference. Turning off Emptys selection in The outliner also brought not the same feeling like selecting in Edit Mode. **Exact steps for others to reproduce the error** - Open attached [15000_empties.blend](attachments/72191cbc-b69c-4773-829a-837feb8bc69f) file (It is a simplified one) - Select any object from the 3D View Note: The more Empties hidden, the faster the selection becomes. Thanks a lot making Blender this awesome <3 [15000_empties.blend](attachments/72191cbc-b69c-4773-829a-837feb8bc69f)
Hartmut Nörenberg added the
Priority
Normal
Status
Needs Triage
Type
Report
labels 2023-05-23 21:15:01 +02:00

Thanks for the report, but unfortunately this can't be triaged as a complete bug report.

For the development team to be able to help, there needs to be reproducible steps (start blender, press this, then that).

It's hard to say what's going on. It could be the scene update, or the occlusion queries used for selection, or some modifier, drivers...

If there is anything you can provide to help others to reproduce the problem, be sure to include it.

Thanks for the report, but unfortunately this can't be triaged as a complete bug report. For the development team to be able to help, there needs to be reproducible steps (start blender, press this, then that). It's hard to say what's going on. It could be the scene update, or the occlusion queries used for selection, or some modifier, drivers... If there is anything you can provide to help others to reproduce the problem, be sure to include it.
Germano Cavalcante added
Status
Needs Information from User
and removed
Status
Needs Triage
labels 2023-05-24 22:07:46 +02:00
Member

took a quick look, on @deadpin 's suggestions made a test case with lots of empties which indeed showed the problem.

Quick profile showed most of the time is being spend in some opengl shenanigan's which are out of my comfort zone.

image

took a quick look, on @deadpin 's suggestions made a test case with lots of empties which indeed showed the problem. Quick profile showed most of the time is being spend in some opengl shenanigan's which are out of my comfort zone. ![image](/attachments/31b307ce-e62c-496d-8e81-c10b29fc9159)

took a quick look, on @deadpin 's suggestions made a test case with lots of empties which indeed showed the problem.

Quick profile showed most of the time is being spend in some opengl shenanigan's which are out of my comfort zone.

thanks a lot for testing this out. I downloaded your file and it shows quite similar behaviour to my problem and does not need my big file.

Just wanted to add that there are hierarchy structures with visible meshes where the meshes are clearly not selectable. In the viewport a click on a mesh (big not small) gives you no selection. Sselection in the outliner works like a charme. Maybe a different bug. Mesh Editing works there too.

> took a quick look, on @deadpin 's suggestions made a test case with lots of empties which indeed showed the problem. > > Quick profile showed most of the time is being spend in some opengl shenanigan's which are out of my comfort zone. > thanks a lot for testing this out. I downloaded your file and it shows quite similar behaviour to my problem and does not need my big file. Just wanted to add that there are hierarchy structures with visible meshes where the meshes are clearly not selectable. In the viewport a click on a mesh (big not small) gives you no selection. Sselection in the outliner works like a charme. Maybe a different bug. Mesh Editing works there too.

I can confirm the 1s delay, but I've seen similar reports involving selection, it's been improved a few times but it still doesn't seem ideal.

I believe this is a limitation of the current algorithm, and the fix may involve a complete refactoring.

There are plans to create a new selection system that is more compatible with the different backends and will certainly be faster.

But the current state, unfortunately (depending on the point of view), isn't really a bug.

(Anyway, I'll keep the report open for input from developers)

I can confirm the 1s delay, but I've seen similar reports involving selection, it's been improved a few times but it still doesn't seem ideal. I believe this is a limitation of the current algorithm, and the fix may involve a complete refactoring. There are plans to create a new selection system that is more compatible with the different backends and will certainly be faster. But the current state, unfortunately (depending on the point of view), isn't really a bug. (Anyway, I'll keep the report open for input from developers)

Yeah but even if viewport selection is not fast maybe there is a way to make outliner selection faster.

In my test even selecting an empty in the outliner is really slow (what should not involve zdepth sorting an so on ...)

Seems that emptys have some downsides but most tech-Workflows include these emptys.
Maybe there is an idea how to give the selection some performance. These 1 to 5 seconds selection time add up pretty fast :(

Yeah but even if viewport selection is not fast maybe there is a way to make outliner selection faster. In my test even selecting an empty in the outliner is really slow (what should not involve zdepth sorting an so on ...) Seems that emptys have some downsides but most tech-Workflows include these emptys. Maybe there is an idea how to give the selection some performance. These 1 to 5 seconds selection time add up pretty fast :(
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Reference: blender/blender#108204
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