Performance decay on casparcg

Hi,
I'm encountering a problem.
I created a scene that needs to run in a loop on CasparCG.
CasparCG Server download page

I'm experiencing a major performance issue: as the scene runs, CPU usage gradually increases, eventually causing the scene to drop below 15 fps.

these are some screenshot of system performance

IDLE:

Scene Run

after 5 minutes

after 17 minutes (bad animation quality)

after 17 minutes (bad animation quality)

this my hype test scene
test loop.zip (40.4 KB)

I tried creating the same animation in Saola and I don't see the same decay issues and I tend to see less processor usage.

any idea, did I do something wrong?
could by some bugs on hype engine?

This has a huge impact for me because I can't use the hype scene and I have to redo everything on another software.

Andrea.

Can you try unchecking 'Use WebKit graphics acceleration' to see if this improves performance for you? By default Hype encourages GPUs to do heavy lifting for animations but this may be creating a performance issue in your specific situation.

From our docs:

Use Webkit Graphics Acceleration – When selected, animations can use the system’s GPU when displayed in Webkit-based browsers, which includes Safari, Mobile Safari, and Chrome. This almost always leads to better animation performance, but some browsers or devices may have problems properly rendering accelerated content. If you see rendering problems, try deselecting this option.

(Caspar uses Chromium).

Also can you make sure you have the latest version of Caspar?

Hi Daniel,
Yes I'm using the last version (2.4.1 with CEF 117)
I already tried to unceck WebKit flag and enable/disable GPU acceleration on caspar with no changes on result.

i don't know if you can do some test with caspar but in the ispector of the the HTML scene there is sone function that use a lot of time to be completed. if you want i think to be able to export some screenshot and the performance log of cromium.

Andrea

same problem on
OBS 30.2.3 (CEF 103.0.0.5060.134 - Webkit 537.36)
you can test it easier than casparcg.

Coud be because CEF works in offscreen mode in both software?

Can you share a demo document with us and steps to reproduce?

Hi Daniel,
you can find the scene in the first post,
It is not the scene I'm working on but it works in same mode and has the same problem.

To reproduce you Just run the scene in obs or casparcg.
In casparcg you also have the possibility to see the scene performance through Chrome:\inspect.
(Enable the function into casparcg settings file)

Let me know of you need more detail
and if you think that the thing can be solved otherwise I have to quickly redo the whole project in another way.

Thanx a lot!
Andrea

Hello,
I did some test.
I tried tu run chrome in headless mode
chrome --headless --disable-gpu --remote-debugging-port=9222 file:///C:/Users/xxx.html
and I have the same issues.



this is the performance at startup


as you can see there are many codes that each frame executes and they always increase.

I did the same test with classic chrome and you can see that the same thing happens but more slowly.


startup

these are the render time differences for the same frame:
0
at startup

3
a few minutes later.

I hope it can be useful.

Andrea

1 Like

Thank you, we are looking into it further.

This should be fixed now! Before we do a full release, would it be possible for you to try this build:

Hype-770.dmg

Please re-export making sure you are using this version.

(If you use the Mac App Store version let me know and I can DM you a tumult store license key to try with this build)

Thanks!

HI,
It seems to work fine.
I've had the scene running for a couple of days and it's still smooth.
great job!

Thanks,
Andrea.

1 Like

Great, thanks for verifying the fix! You can continue to use this build indefinitely, but I'll be putting out an official update sometime in the near future with the fix.