Mesh modeling performance regressions #57936

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opened 4 years ago by brecht · 63 comments
brecht commented 4 years ago
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List of performance issues that we would like to fix or investigate for 2.80:

  • Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.
  • BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.
  • Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)
  • Manipulate modal callback performance may be problematic: #55458
List of performance issues that we would like to fix or investigate for 2.80: * Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here. * BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance. * Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs) * Manipulate modal callback performance may be problematic: #55458
brecht commented 4 years ago
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#67972 was marked as duplicate of this issue

#67972 was marked as duplicate of this issue
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#54702 was marked as duplicate of this issue

#54702 was marked as duplicate of this issue
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Regnas commented 4 years ago

Funny, turning off overlays increases performance in edit mode a little bit, why is that?

Funny, turning off overlays increases performance in edit mode a little bit, why is that?
brecht commented 4 years ago
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Because there's fewer things to draw then, that's expected.

Because there's fewer things to draw then, that's expected.

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Sergey commented 4 years ago
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Looked into Custom Data layers.

Layers which are dependent on am modifier stack (like deform groups) are not preserved if they are not needed. So this part is good.

However, the UVs and vertex colors are always preserved. This is actually the same in Blender 2.7, so i see potential being more memory efficient than 2.7.

Looked into Custom Data layers. Layers which are dependent on am modifier stack (like deform groups) are not preserved if they are not needed. So this part is good. However, the UVs and vertex colors are always preserved. This is actually the same in Blender 2.7, so i see potential being more memory efficient than 2.7.

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Hi.

Is there any reason for the decision to not fix these regressions for the 2.8 final release? Unless the solutions are more complex than we users think they are, it seems like an unforced error that really dampens what would otherwise be a truly major milestone.

Hi. Is there any reason for the decision to not fix these regressions for the 2.8 final release? Unless the solutions are more complex than we users think they are, it seems like an unforced error that really dampens what would otherwise be a truly major milestone.
brecht commented 4 years ago
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Further performance improvements are more complex than you think, that's exactly the reason they will be for later releases.

Further performance improvements are more complex than you think, that's exactly the reason they will be for later releases.

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I´ve tested the different render possibilities in blender and compared blender 2.79b with blender 2.80 5f140e61c2.
It´s the same scene in blender 2.79b and blender 2.80.

Blender 2.79b

CPU(AMD Threadripper 1950X 16Cores)
bmw27_cpu.blend (tiles 32x32) 01:20.53
bmw27_cpu_denoise.blend (tiles 32x32)01:24.32
2xGPU (Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB)
bmw27_gpu.blend (tiles 240x180) 01:09.15
bmw27_gpu_denoise.blend (tiles 240x180) with denoise 01:12.15
GPU (Geforce Gtx 1080 Ti 11GB)
bmw27_gpu.blend (tiles 240x180) 02:01.35
bmw27_gpu_denoise.blend (tiles 240x180) with denoise 02:05.07

Blender 2.805f140e61c2CPU (AMD Threadripper 1950X 16Cores)
bmw27_cpu.blend (tiles 32x32) 01:46.65
bmw27_cpu_denoise.blend (tiles 32x32) 01:51.20
2xGPU (Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB)
bmw28_gpu.blend (tiles 32x32) 00:34.24
bmw28_gpu_denoise.blend (tiles 32x32) with denoise 00:40.69
GPU (Geforce Gtx 1080 Ti 11GB)
bmw27_gpu.blend (tiles 32x32) 00:49.69
bmw27_gpu.blend (tiles 32x32) with denoise 00:55.06
CPU+GPU (AMD Threadripper 1950X 16Cores + Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB)
bmw28_gpu_cpu.blend (tiles 16x16) 00:30.40
bmw28_gpu_cpu_denoise.blend (tiles 16x16) with denoise 00:39.05

Summing up blender 2.79b renders the scene on cpu ca. 25% faster. Why?Compared one GPU to two GPUs inblender 2.79bthere is a75% boost with two GPUs.
In blender 2.80 the boost is low, only 44%. Why, what is slowing down the second GPU? Blender 2.8 is also using a newer CUDA version.
GPU rendering in blender 2.80 is more than twice as fast as in blender 2.79b!
I couldn´t find any significant slowdown with denoise.

I´ve tested the different render possibilities in blender and compared blender 2.79b with blender 2.80 5f140e61c28c. It´s the same scene in blender 2.79b and blender 2.80. **`Blender 2.79b`** **CPU**(AMD Threadripper 1950X 16Cores) bmw27_cpu.blend (tiles 32x32) **01:20.53** bmw27_cpu_denoise.blend (tiles 32x32)**01:24.32** **2xGPU** (Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB) bmw27_gpu.blend (tiles 240x180) **01:09.15** bmw27_gpu_denoise.blend (tiles 240x180) with denoise **01:12.15** **GPU** (Geforce Gtx 1080 Ti 11GB) bmw27_gpu.blend (tiles 240x180) **02:01.35** bmw27_gpu_denoise.blend (tiles 240x180) with denoise **02:05.07** **`Blender 2.80`**5f140e61c28c**CPU** (AMD Threadripper 1950X 16Cores) bmw27_cpu.blend (tiles 32x32) **01:46.65** bmw27_cpu_denoise.blend (tiles 32x32) **01:51.20** **2xGPU** (Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB) bmw28_gpu.blend (tiles 32x32) **00:34.24** bmw28_gpu_denoise.blend (tiles 32x32) with denoise **00:40.69** **GPU** (Geforce Gtx 1080 Ti 11GB) bmw27_gpu.blend (tiles 32x32) **00:49.69** bmw27_gpu.blend (tiles 32x32) with denoise **00:55.06** **CPU+GPU** (AMD Threadripper 1950X 16Cores + Geforce Gtx 1080 Ti 11GB / Geforce Titan X 12GB) bmw28_gpu_cpu.blend (tiles 16x16) **00:30.40** bmw28_gpu_cpu_denoise.blend (tiles 16x16) with denoise **00:39.05** Summing up **blender 2.79b renders the scene on cpu ca. 25% faster**. **`Why?`**Compared one GPU to two GPUs in**blender 2.79b**there is a**75% boost** with two GPUs. In **blender 2.80** the boost is **low, only 44%**. Why, what is slowing down the second GPU? Blender 2.8 is also using a newer CUDA version. GPU rendering in blender 2.80 is more **than twice as fast** as in blender 2.79b! I couldn´t find any significant slowdown with denoise.

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xdanic commented 4 years ago

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pabcou commented 4 years ago

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here is another bizarre and interesting phenomenon …
the first ship is composed of many objects but all edited simultaneously … the second ship is a single object …
notice the differences …
confronto.gif

here is another bizarre and interesting phenomenon … the first ship is composed of many objects but all edited simultaneously … the second ship is a single object … notice the differences … ![confronto.gif](https://archive.blender.org/developer/F7670985/confronto.gif)

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finnb commented 3 years ago

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finnb commented 3 years ago

In #57936#755441, @nokipaike wrote:
here is another bizarre and interesting phenomenon …
the first ship is composed of many objects but all edited simultaneously … the second ship is a single object …
notice the differences …
confronto.gif

Looks like you have proportional editing turned on, which doesn't apply between objects even if they are edited simultaneously. The additional calculation of proportional editing for the entire ship vs. one part could be slowing it down.

> In #57936#755441, @nokipaike wrote: > here is another bizarre and interesting phenomenon … > the first ship is composed of many objects but all edited simultaneously … the second ship is a single object … > notice the differences … > ![confronto.gif](https://archive.blender.org/developer/F7670985/confronto.gif) Looks like you have proportional editing turned on, which doesn't apply between objects even if they are edited simultaneously. The additional calculation of proportional editing for the entire ship vs. one part could be slowing it down.

In #57936#767606, @finnb wrote:
Looks like you have proportional editing turned on, which doesn't apply between objects even if they are edited simultaneously. The additional calculation of proportional editing for the entire ship vs. one part could be slowing it down.

It was a test to make bottlenecks more evident on how a single object with a high number of polygons is currently structured.
Proportional editing turned on has nothing to do with it, it is enabled to make this slow down clear compared to when multiple objects are being edited simultaneously.

it is a test done on purpose to perhaps inspire some enlightening mind that can find a solution.

> In #57936#767606, @finnb wrote: > Looks like you have proportional editing turned on, which doesn't apply between objects even if they are edited simultaneously. The additional calculation of proportional editing for the entire ship vs. one part could be slowing it down. It was a test to make bottlenecks more evident on how a single object with a high number of polygons is currently structured. Proportional editing turned on has nothing to do with it, it is enabled to make this slow down clear compared to when multiple objects are being edited simultaneously. it is a test done on purpose to perhaps inspire some enlightening mind that can find a solution.

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brecht changed title from Performance regressions to Mesh modeling performance regressions 3 years ago

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Sergey removed their assignment 3 years ago
Sergey commented 3 years ago
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Sergey commented 3 years ago
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Un-assigning.

There are other developers active looking into this and related projects. Happy to help with anything, but would need to know where the latest development brought us forward.

Un-assigning. There are other developers active looking into this and related projects. Happy to help with anything, but would need to know where the latest development brought us forward.
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Reference: blender/blender#57936
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