DepsGraph: Disabled objects referenced by other disabled object still get evaluated #89599
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Reference: blender/blender#89599
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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
depsgraph_bug-2021-07-02_13.10.41.mp4
Added subscriber: @Mets
#101036 was marked as duplicate of this issue
Added subscriber: @mano-wii
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.
Added subscriber: @Raimund58
Added subscribers: @Magnative, @OmarEmaraDev
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 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.