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Shader transitions are much slower than hard cuts despite workers #677

@markwitt1

Description

@markwitt1

Shader transitions appear to force a much slower render path where worker parallelism does not materially help.

Benchmark, same composition and render settings:

  • 854x480
  • 30fps
  • 28.0s
  • 840 frames
  • standard quality
  • 6 workers
  • GPU/browser GPU enabled

Results:

  • With 14 shader transitions at 0.3s each: 2m 15.0s
  • Same timeline with hard cuts instead of shader transitions: 13.9s

That is about 9.7x slower.

Expected: short shader transitions should add some cost, but should not make the whole render nearly 10x slower or bypass worker scaling.

Likely cause: the shader-transition render path appears to use a sequential layered-composite loop across frames, while the normal path distributes frame capture across workers.

Possible fixes:

  • Parallelize the shader/layered-composite path by frame range.
  • Avoid using the layered compositor for frames outside active transitions.
  • Consider a GPU-backed transition compositor for the shader blend itself.

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