Massive Performance hit when the Dope Sheet has animation data visible. #85270

Closed
opened 2021-02-01 10:10:39 +01:00 by shaun · 12 comments

System Information
Ryzen 3900X 32GB DDR4 3000MHz
Intel 8750H 32GB DDR4 2400MHz
Operating system:
Windows 10 Pro
Graphics card:
GTX 1070 8GB (amd)
GTX 1060 6GB (Intel)

Blender Version
All versions experience this performance hit.

Short description of error
Adding keyframes to DopeSheet hurt performance too much

Exact steps for others to reproduce the error
open a new blend scene
Remove the cube.
Insert an metarig (any armature with at least 30 or so bones)
Replace timeline at bottom with DopeSheet.
Make metarig in pose mode, select all bones
Insert keyframes at frame 1 by using the menu and choose all channels, not by pressing I. (double check all bones have the keyframe)
In DopeSheet at the frame 1 keyframes ensure you select entire keyframes by ensuring you click topmost keyframes)
Now Duplicate they keyframes and move to frame 2, duplicate for frames 3, 4 and 5
Select all keyframes and duplicate the 5 keyframes to make a total of 10 keyframes
Keep duplicating keyframes until you have approx 250 then 500 and 1000 keyframes
Playing with the seeking each time you duplicate to see when blender says enough is enough.

You will notice how blenders performance seeking the frames is very jerky the more key frames,
But with not so many.. say 250 you can see the problem start already.
You should notice the moving of the duplicated keyframes become troublesome and jerly

With 1000frames blender is basically unresponsive

I have seen when you enable the button in DopeSheet "show errors only", animation playback is absolutely smooth again
I have tested this on a private blend file of an actual animation.
It appears that having the dope sheet displaying the keyframes seems to be what hurt blender.
I understand there is lots of data in the keyframes but the performance hit doesn't make sense!

If having 50 frames of animation vs 1000 frames of animations.
It seems lost to me that blender slows down as much as it does.
It not like it is moving bones for all 1000 frames at the same time. I don't understand how blender is coded but something is not right!
The fact the seeking the timeline becomes smooth when removing DopeSheet or enable "show errors only"

Can any part of this be optimised to perform better?
I have been directly effected by this performance hit when working with mocap or some animations.


T85270_Metarig 125-1000.blend

I have 4 metarigs in this blend file.
One with 125 Keyframes, another with 250, another with 500 and another with 1000

If you select one of the metarigs from outliner, make sure in pose mode and select all bones. You will see dragging the scrubber become very slow when the object / scene has more keyframes.

@ankitm did a quick profile and the bottleneck seems to be compare_ak_bezt.
Load this json file on https://speedscope.app T85270_speedscope.json
https://github.com/jlfwong/speedscope

**System Information** Ryzen 3900X 32GB DDR4 3000MHz Intel 8750H 32GB DDR4 2400MHz Operating system: Windows 10 Pro Graphics card: GTX 1070 8GB (amd) GTX 1060 6GB (Intel) **Blender Version** All versions experience this performance hit. **Short description of error** Adding keyframes to DopeSheet hurt performance too much **Exact steps for others to reproduce the error** open a new blend scene Remove the cube. Insert an metarig (any armature with at least 30 or so bones) Replace timeline at bottom with DopeSheet. Make metarig in pose mode, select all bones Insert keyframes at frame 1 by using the menu and choose all channels, not by pressing I. (double check all bones have the keyframe) In DopeSheet at the frame 1 keyframes ensure you select entire keyframes by ensuring you click topmost keyframes) Now Duplicate they keyframes and move to frame 2, duplicate for frames 3, 4 and 5 Select all keyframes and duplicate the 5 keyframes to make a total of 10 keyframes Keep duplicating keyframes until you have approx 250 then 500 and 1000 keyframes Playing with the seeking each time you duplicate to see when blender says enough is enough. You will notice how blenders performance seeking the frames is very jerky the more key frames, But with not so many.. say 250 you can see the problem start already. You should notice the moving of the duplicated keyframes become troublesome and jerly With 1000frames blender is basically unresponsive I have seen when you enable the button in DopeSheet "show errors only", animation playback is absolutely smooth again I have tested this on a private blend file of an actual animation. It appears that having the dope sheet displaying the keyframes seems to be what hurt blender. I understand there is lots of data in the keyframes but the performance hit doesn't make sense! If having 50 frames of animation vs 1000 frames of animations. It seems lost to me that blender slows down as much as it does. It not like it is moving bones for all 1000 frames at the same time. I don't understand how blender is coded but something is not right! The fact the seeking the timeline becomes smooth when removing DopeSheet or enable "show errors only" Can any part of this be optimised to perform better? I have been directly effected by this performance hit when working with mocap or some animations. ---------------- [T85270_Metarig 125-1000.blend](https://archive.blender.org/developer/F10175749/T85270_Metarig_125-1000.blend) I have 4 metarigs in this blend file. One with 125 Keyframes, another with 250, another with 500 and another with 1000 If you select one of the metarigs from outliner, make sure in pose mode and select all bones. You will see dragging the scrubber become very slow when the object / scene has more keyframes. @ankitm did a quick profile and the bottleneck seems to be `compare_ak_bezt`. Load this json file on https://speedscope.app [T85270_speedscope.json](https://archive.blender.org/developer/F10175747/T85270_speedscope.json) https://github.com/jlfwong/speedscope
Author

Added subscriber: @toxsickcity

Added subscriber: @toxsickcity

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem.

If there are many steps to reproduce the problem, please attach a .blend file saved right before the bug occurs, so only a few steps are needed to trigger the bug.

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem. If there are many steps to reproduce the problem, please attach a .blend file saved right before the bug occurs, so only a few steps are needed to trigger the bug.

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Author

Not so sure it's a bug or require optimisation. But I wanted to make a comment that dope sheet / timeline when it is displaying keyframes seems to heavily impact blenders performance. Especially when working inside the dope sheet.

It seems to be a very difficult task to simple grab and hold the scrubber (the bar which allows you to seek through the animation) with 500 or 1000 frames of keyframes

With one single object (a metarig) and keyframing the entire metarig 250 times is enough to start seeing blender slow down.
As I mentioned if keyframes count hits 1000 then your basically unable to precisely move the scrubber, and the dope sheet is impossible and extremely frustrating to work with

I have quickly made a blend file to show the results of this.

I have 4 metarigs in this blend file.
One with 125 Keyframes, another with 250, another with 500 and another with 1000

If you select one of the metarigs from outlier make sure in pose mode and select all bones you will see dragging the scrubber become very slow when the object / scene has more keyframes.

What is impossible is to duplicate anything in the dope sheet with the metarig with 1000 keyframes.
500 keyframes is not much better

It's not so much the scrubbing performance that concerns me.. it's working with the dope sheet at all with more then 250 keyframes.. blender takes upto 5-10 seconds to think about it while your moving the mouse to reposition anything on DopeSheet!

https://drive.google.com/file/d/1YPaCj0uoPrkSC-VYqntaJtrs0ySubH0w/view?usp=drivesdk

Not so sure it's a bug or require optimisation. But I wanted to make a comment that dope sheet / timeline when it is displaying keyframes seems to heavily impact blenders performance. Especially when working inside the dope sheet. It seems to be a very difficult task to simple grab and hold the scrubber (the bar which allows you to seek through the animation) with 500 or 1000 frames of keyframes With one single object (a metarig) and keyframing the entire metarig 250 times is enough to start seeing blender slow down. As I mentioned if keyframes count hits 1000 then your basically unable to precisely move the scrubber, and the dope sheet is impossible and extremely frustrating to work with I have quickly made a blend file to show the results of this. I have 4 metarigs in this blend file. One with 125 Keyframes, another with 250, another with 500 and another with 1000 If you select one of the metarigs from outlier make sure in pose mode and select all bones you will see dragging the scrubber become very slow when the object / scene has more keyframes. What is impossible is to duplicate anything in the dope sheet with the metarig with 1000 keyframes. 500 keyframes is not much better It's not so much the scrubbing performance that concerns me.. it's working with the dope sheet at all with more then 250 keyframes.. blender takes upto 5-10 seconds to think about it while your moving the mouse to reposition anything on DopeSheet! https://drive.google.com/file/d/1YPaCj0uoPrkSC-VYqntaJtrs0ySubH0w/view?usp=drivesdk

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Member

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

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

Added subscriber: @ankitm

Added subscriber: @ankitm
Author

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

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

Hi Blender Devs,

I am begging for you guys to take another look at my ticket here I created 7 months ago.,

I have recently taken on a bit of a conversion task for a user group, converting some animation rigs into blend files,
Lots of small clips trying to make bigger animations for motion capture/motion mirror. wanting a library for people to freely use some animations.

My issue is that some rigs which get imported into blender are complex 1000 frames / armature with maybe 30 bones / then each frame and each bone has a rotation XYZ and location XYZ data.
When dope sheet is enabled and the rig selected, blender crawls.. 2-3 seconds for a response from the GUI..

as soon as dopesheet is turned off, I can scrub the timeline flawlessly

My system is a i7 9700KF and a 1070GTX with 32gb DDR4

Is there no optimizations or anything that can be done to resolve the dredful performance?

In my Test File,
please turn off the Aarow (you will see how having 4 simple armatures in dope sheet destroy blender performance)
{F10669506}image.png
image.png

EDIT:
The animations I am working on are a bit more complex then the example blend I created here. None the less it shows the performance hit.

I have for testing downloaded blender 3.0 alpha I can confirm there is an improvement to the performance. I would say maybe a 25-50% improvement. In my test blend file and the animations I'm working on. Tho I don't trust this early build haha

But if the dope sheet is showing lots of data it still slows down alot..

Hi Blender Devs, I am begging for you guys to take another look at my ticket here I created 7 months ago., I have recently taken on a bit of a conversion task for a user group, converting some animation rigs into blend files, Lots of small clips trying to make bigger animations for motion capture/motion mirror. wanting a library for people to freely use some animations. My issue is that some rigs which get imported into blender are complex 1000 frames / armature with maybe 30 bones / then each frame and each bone has a rotation XYZ and location XYZ data. When dope sheet is enabled and the rig selected, blender crawls.. 2-3 seconds for a response from the GUI.. as soon as dopesheet is turned off, I can scrub the timeline flawlessly My system is a i7 9700KF and a 1070GTX with 32gb DDR4 Is there no optimizations or anything that can be done to resolve the dredful performance? In my Test File, please turn off the Aarow (you will see how having 4 simple armatures in dope sheet destroy blender performance) {[F10669506](https://archive.blender.org/developer/F10669506/image.png)}![image.png](https://archive.blender.org/developer/F10669508/image.png) ![image.png](https://archive.blender.org/developer/F10669512/image.png) EDIT: The animations I am working on are a bit more complex then the example blend I created here. None the less it shows the performance hit. I have for testing downloaded blender 3.0 alpha I can confirm there is an improvement to the performance. I would say maybe a 25-50% improvement. In my test blend file and the animations I'm working on. Tho I don't trust this early build haha But if the dope sheet is showing lots of data it still slows down alot..
shaun changed title from DopeSheet Massive Performance Drop when it is used to store keyframes. to Massive Performance hit when the Dope Sheet has animation data visible. 2021-09-29 13:21:21 +02:00

Added subscriber: @LucianoMunoz

Added subscriber: @LucianoMunoz

Closed as duplicate of #78995

Closed as duplicate of #78995
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Reference: blender/blender#85270
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