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Article
  • Sprite Fright

Scene Performance On Sprite Fright

Rigger Demeter Dzadik talks scene and rig performance in Sprite Fright -- and reveals just how fast Blender has become.
  • Open Movie
  • 20 Apr 2021
  • 3 min read
Demeter Dzadik
Demeter Dzadik Rigger
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One of Sprite Fright’s earliest goals was to improve viewport playback speed within Blender. This desire can be traced way back, even before pre-production.

Developer Jeroen Bakker and others have introduced many optimizations on the playback speed front, including overrides (developed by Bastien Montagne, a significant improvement on the old proxy system). Purely for your curiosity, here are some very rudimentary performance tests from Sprite Fright’s production environment.

The tables below show frames-per-second for two separate computers running two scenes, and show how frame rate is affected as more and more characters and elements in the scene are enabled. Note that usually you don't need to see everything while working on any given shot, but of course the less you have to juggle the visibility of various elements to gain the desired performance, the smoother your workflow will be.

Shot file (Rex, 13 Snails + Set)

CPU Rex Only Rex, Set Rex, 2 Snails, Set Rex, 8 Snails, Set Rex, 13 Snails, Set
i9-9900K 3.6GHz 24 24 22.8 16.4 13.7
i7-5820K 3.3GHz 24 17.4 14.7 10.7 8.6

Previz file (Rex, Victoria, 8 Sprites + Set)

CPU Rex Only Rex, Victoria Rex, Victoria, 4 Sprites Rex, Victoria, 8 Sprites Rex, Victoria, 8 Sprites, Set
i9-9900K 3.6GHz 24 24 19.3 14.2 11.2
i7-5820K 3.3GHz 24 22.3 13.2 9.5 6.2

About the scenes:

  • The frame rate is capped at 24. We can always hit that number as long as there is only one character on-screen.
  • There is no baking or caching of any kind involved here. We tried to keep life simple for this project, by keeping character rigs reasonably optimized so there isn't a major need for caching.
  • Simplify is turned on, so there is no Subdivision Surface, but some "medium-heavy" modifiers like Corrective Smooth and Shrinkwrap are enabled.

About the rigs:

Character Bones (Deforming/Total) Drivers Verts
Snail 57/460 240 3600
Sprite 194/1300 970 15000
Victoria 249/2000 1000 30000
Rex 298/2000 1300 41000
  • The amount of shape keys on these rigs is insignificant (can be counted on two hands).

It’s hard to make a dent in Blender's playback speed with drivers and bones. By far the most important thing here is the number of vertices being deformed by Armature, Corrective Smooth, Shrinkwrap and Lattice modifiers. The characters on this project are reasonably simple, so we can use the same model for animation and render, and we don't necessarily have to use a mesh proxy system (so far at least). This also has the benefit of letting animators work with something that is very close to the final result, which is a high priority for us.

Conclusion

I think today's viewport playback performance is very impressive compared to previous versions of Blender, and while I still look forward to more advanced features like caching systems or a faster Armature modifier, these aren’t vital for Sprite Fright. Not having the viewport run at two fps was vital, and that goal has already been achieved!

P.S. Pablo Fournier's computer just got an upgrade, thanks to these performance tests and the generous support of Blender Cloud subscribers!


For more Demeter, see this post on what he's learned from the production so far. And be sure to check out the weekly logs for rigging-related goings-on.

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6 comments
Jeremy Bot
Jeremy Bot
April 23rd, 2021

Nice work!  Those are similar number to what I've seen in studios recently...  if they are lucky.  How many of those 2000 bones on Rex are skinned?

Demeter Dzadik
Demeter Dzadik
April 26th, 2021

@Jeremy Bot That is a great question, I should add that to the post since it's more relevant to performance than just sheer bone count! The number of deforming bones on Rex is 298.

Show more replies
Demeter Dzadik
Demeter Dzadik
April 26th, 2021

@Jeremy Bot Updated the post with another table, much prettier than the bullet points before, and included deforming bone count!

Jeremy Bot
Jeremy Bot
June 11th, 2021

@Demeter Dzadik PERFECT!  Thanks.

JO4554
JO4554
April 20th, 2021

Yo, Demeter is the greatest and one of my favorites, If Simon is the master of shading than he is the master of rigging, and can literally do anything that is thrown at him .So when  Demeter and Simon are there, its like a PB and J or Chips and dip . It is like when  two gods collide . This movie for me has high hopes and how it is truly going to be the greatest Open Movie Blender has made so far. :)

Demeter Dzadik
Demeter Dzadik
April 21st, 2021

@Obrien Productions I whole-heartedly agree with every word you just said.

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