Rendering performance / customop / userops #162
Replies: 4 comments 9 replies
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hey, it would be helpful if you could share the patch. this sounds like you are doing something weird ;) maybe this guide to performance optimizing can help pin down the issue and creating a smaller, presentable best, |
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Hey Stephan, Thank you for your reply! Here is the patch: https://cables.gl/p/615c4804a279e6427ca1fa54?s=T4rfCDwNyVGYMZ53 Let me know if you want me to send a smaller version with the rendering part only? Yes, I have read your performance tutorial and I have tried to optimise as much as I could with the performance/profiler/console. Thanks a lot and happy to answer any question. |
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Hi! Thank you for looking at my patch. Yes, it's quite big. Here is a smaller patch with only the rendering part: https://cables.gl/p/620e098fcc112e11515b18e4?s=OaQxL1Gf9U7snAUG I made a small modification to stop the last array rendering 13x times per second. It doesn't improve the fps. This smaller patch is much more reactive for the editing. Does this mean that the editor gets slower with a lot of ops? If yes, is there a strategy to split a big patch into something not laggy? Let me know what you think and if there is a better rendering version for my 13 images. Thanks a lot! |
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I changed all my custom ops with cloned ops, the editing flow is better. Not completely smooth yet. I continue searching. I get these errors from the console: [glrectinstancer] rectinstancer textrects_mainText resize to 6000 cables.min.js?nc=1644501123821:1 WebGL: INVALID_VALUE: bufferSubData: srcOffset + length too large Any idea, where these point at? Thanks a lot! |
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Hi guys! I have to render 13 images. For now I am using one rectangle op for all of them, with alternating textures and width. The performances of my patch are very low. Any advice on the fastest way to render 13 webp images?
I also get this in the performance op: Warning Not-Typed Buffer Attrib! (mesh rectangle:attribBiTangent)
And a lot of [Violation] 'requestAnimationFrame' handler took ms in Chrome's console.
Thanks a lot!
It is a pretty big patch, which is getting very slow also on the editing side (sometimes I have to wait more than 5 seconds to connect a chord between two ops and scrolling through the patch gets all laggy).
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