DepsGraph: Disabled objects referenced by other disabled object still get evaluated #89599

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opened 2021-07-02 13:11:25 +02:00 by Demeter Dzadik · 12 comments
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System Information
Operating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits
Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-01 07:25, hash: 96d487b3ae

Short description of error
In the below setup, although all mesh objects are disabled, the viewport is still extremely slow because the objects (which have expensive modifiers like Remesh and Boolean) are still evaluated.

They stop being evaluated only when their grandparent collection ("coll Root") is also hidden from the viewport(or deleted).

Note that there are no drivers involved.

Exact steps for others to reproduce the error
File: disabled_objects.blend

  • Try moving the cube, should see bad performance even though all meshes are disabled. If your PC is too powerful to notice, put a subsurf modifier on the object named "expensive mesh", that should make it a lot more expensive.
  • Disable or remove the "coll Root" collection, and performance goes back to normal.

depsgraph_bug-2021-07-02_13.10.41.mp4

**System Information** Operating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-01 07:25, hash: `96d487b3ae` **Short description of error** In the below setup, although all mesh objects are disabled, the viewport is still extremely slow because the objects (which have expensive modifiers like Remesh and Boolean) are still evaluated. They stop being evaluated only when their grandparent collection ("coll Root") is also hidden from the viewport(or deleted). Note that there are no drivers involved. **Exact steps for others to reproduce the error** File: [disabled_objects.blend](https://archive.blender.org/developer/F10208790/disabled_objects.blend) - Try moving the cube, should see bad performance even though all meshes are disabled. If your PC is too powerful to notice, put a subsurf modifier on the object named "expensive mesh", that should make it a lot more expensive. - Disable or remove the "coll Root" collection, and performance goes back to normal. [depsgraph_bug-2021-07-02_13.10.41.mp4](https://archive.blender.org/developer/F10208793/depsgraph_bug-2021-07-02_13.10.41.mp4)
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Added subscriber: @Mets

Added subscriber: @Mets

#101036 was marked as duplicate of this issue

#101036 was marked as duplicate of this issue

Added subscriber: @mano-wii

Added subscriber: @mano-wii

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

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

This seems to be the same problem as #87439 (Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden).
Basically the problem is that some modifiers are still evaluated even if the object is invisible.
But since the modifier and steps to reproduce the issue are different, I'm not entirely sure if it's a duplicate.

This seems to be the same problem as #87439 (Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden). Basically the problem is that some modifiers are still evaluated even if the object is invisible. But since the modifier and steps to reproduce the issue are different, I'm not entirely sure if it's a duplicate.
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Added subscriber: @Raimund58

Added subscriber: @Raimund58
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Added subscribers: @Magnative, @OmarEmaraDev

Added subscribers: @Magnative, @OmarEmaraDev
Philipp Oeser removed the
Interest
Nodes & Physics
label 2023-02-10 08:44:45 +01:00
Philipp Oeser added the
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Core
label 2023-02-10 11:09:25 +01:00

Bumping so it gets some attention, as my issue was just closed as a duplicate. I'm not sure if it's actually the same. But in either case both issues should be investigated.

To me this seems like a major design flaw or oversight.
I can see no reason why the mod stack should be re-evaluated if the object of a disabled mod is being manipulated.

Bumping so it gets some attention, as my issue was just closed as a duplicate. I'm not sure if it's actually the same. But in either case both issues should be investigated. To me this seems like a major design flaw or oversight. I can see no reason why the mod stack should be re-evaluated if the object of a disabled mod is being manipulated.
@mont29 ?

I too notice this issue. Very noticeable on my laptop (not so powerful) workstation but it shouldn't be that bad with a simple scene.

I too notice this issue. Very noticeable on my laptop (not so powerful) workstation but it shouldn't be that bad with a simple scene.

I can confirm that this issue can massively slow down environment scenes (using geometry node object pointers, muted, or even unconnected)

I can confirm that this issue can massively slow down environment scenes (using geometry node object pointers, muted, or even unconnected)

Agree with all of the above recent replies. @MACHIN3 's post - #112279 was marked as 'Closed' for being a duplicate, but it contains a video reference that illustrates the issue really well. This needs attention.

Agree with all of the above recent replies. @MACHIN3 's post - https://projects.blender.org/blender/blender/issues/112279 was marked as 'Closed' for being a duplicate, but it contains a video reference that illustrates the issue really well. This needs attention.
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Reference: blender/blender#89599
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