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QGraphicsScene performing "poorly" on dense scenes

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  • rkhaotixR rkhaotix

    @mrjj Yep! Already using that!

    K Offline
    K Offline
    kenchan
    wrote on last edited by
    #10

    @rkhaotix
    There is some good advice in that StackOverflow link that @mrjj provided. You will need to subclass your own items to implement some of that, this will give you more control over your LOD strategy.

    1 Reply Last reply
    0
    • rkhaotixR Offline
      rkhaotixR Offline
      rkhaotix
      wrote on last edited by rkhaotix
      #11

      @mrjj @kenchan I was wondering... Is there a way to make a highly populated scene to ignore completely items that are not visible and/or have the flag QGraphicsItem::ItemHasNoContents set? If there's a way speed up the rendering by just tweaking these settings I can achieve both results I need: higher rendering speed and allow the user to work in a subset of the database model.

      By the way, I tried cache items, reduce the amount of scene objects per database objects and background caching but the result was the same. :(
      Didn't tried the LOD yet.

      K 1 Reply Last reply
      0
      • rkhaotixR rkhaotix

        @mrjj @kenchan I was wondering... Is there a way to make a highly populated scene to ignore completely items that are not visible and/or have the flag QGraphicsItem::ItemHasNoContents set? If there's a way speed up the rendering by just tweaking these settings I can achieve both results I need: higher rendering speed and allow the user to work in a subset of the database model.

        By the way, I tried cache items, reduce the amount of scene objects per database objects and background caching but the result was the same. :(
        Didn't tried the LOD yet.

        K Offline
        K Offline
        kenchan
        wrote on last edited by
        #12

        @rkhaotix Did you try to use minimumRenderSize and :levelOfDetailFromTransform?
        Anything too small or outside the viewport should not be painted, however the bounding boxes must be tested so many items may still have a performance hit.
        Maybe you could replace the groups with your own containing parent item which contains the children needed to draw the details. If you could draw the details directly in the paint function without using other graphics item, as you would with groups, this might reduce the number of items the engine has to check for boxing when clipping for the viewport? You can also fine tune your LOD for the item when dragging or zooming i.e. just draw the bounding box and not draw the details.

        Just some ideas for you to consider. Wishing you Good Luck in your efforts.

        rkhaotixR 1 Reply Last reply
        0
        • K kenchan

          @rkhaotix Did you try to use minimumRenderSize and :levelOfDetailFromTransform?
          Anything too small or outside the viewport should not be painted, however the bounding boxes must be tested so many items may still have a performance hit.
          Maybe you could replace the groups with your own containing parent item which contains the children needed to draw the details. If you could draw the details directly in the paint function without using other graphics item, as you would with groups, this might reduce the number of items the engine has to check for boxing when clipping for the viewport? You can also fine tune your LOD for the item when dragging or zooming i.e. just draw the bounding box and not draw the details.

          Just some ideas for you to consider. Wishing you Good Luck in your efforts.

          rkhaotixR Offline
          rkhaotixR Offline
          rkhaotix
          wrote on last edited by
          #13

          @kenchan The idea of creating my own version of paint() method sounds great! Thanks, never thought this way. This can help me reduce the amount of items used as well experiment the LOD usage.

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          • rkhaotixR Offline
            rkhaotixR Offline
            rkhaotix
            wrote on last edited by
            #14

            @kenchan @mrjj Hey guys!

            I came back here just to thank you! I did some refactoring on some of my classes responsible to represent database models using some of your hints, a the result was the following:

            1. I could reduce the amount of scene objects needed to represent a whole database model in ~38%. Putting this in numbers, if we use that huge model above which contains 109630 scene items after the code refactoring the amount of objects is now 67902, an impressive difference of 41728 scene objects! That really makes me happy. I did not make any benchmark but I could notice that the stuttering while moving or zooming diminished sensibly! :)

            2. Tried several approaches of LOD but they did not contribute in a relevant way to increase the rendering speed. So I concluded that it could be an unecessary and complex implementation (for some objects) which final result was not as good as I needed.

            3. Using less QGraphicsGroupItems was the key for most of the problems. I'm using them now only in important parts where the usage of nested QGraphicsItem could generated an overhead when calculation position of children in certain situations.

            4. Fiddling around with all my graphics classes I could determine the main culprit of the performance degradation. The guy in question is the a class based upon QGraphicsGroupItem which represents relationships (the most complex objects in the software). Since these objects carry a considerable number of subitems the scene is having a hard time trying to calculate collisions, do the painting and other operations. So I decided to live with this situation for now... In the right moment I'll improve the class (maybe rewriting it?) so I can squeeze more performance from it.

            The important thing now is that the overall speed of rendering operations is better. Since I'm an eternal dissatisfied... Soon or later I'll dive into these important bottlenecks and solve them once of all. For now I'm really glad that solve part of my problem and learned new things about this amazing framework!

            Thank you once more, guys!

            K mrjjM 2 Replies Last reply
            4
            • rkhaotixR rkhaotix

              @kenchan @mrjj Hey guys!

              I came back here just to thank you! I did some refactoring on some of my classes responsible to represent database models using some of your hints, a the result was the following:

              1. I could reduce the amount of scene objects needed to represent a whole database model in ~38%. Putting this in numbers, if we use that huge model above which contains 109630 scene items after the code refactoring the amount of objects is now 67902, an impressive difference of 41728 scene objects! That really makes me happy. I did not make any benchmark but I could notice that the stuttering while moving or zooming diminished sensibly! :)

              2. Tried several approaches of LOD but they did not contribute in a relevant way to increase the rendering speed. So I concluded that it could be an unecessary and complex implementation (for some objects) which final result was not as good as I needed.

              3. Using less QGraphicsGroupItems was the key for most of the problems. I'm using them now only in important parts where the usage of nested QGraphicsItem could generated an overhead when calculation position of children in certain situations.

              4. Fiddling around with all my graphics classes I could determine the main culprit of the performance degradation. The guy in question is the a class based upon QGraphicsGroupItem which represents relationships (the most complex objects in the software). Since these objects carry a considerable number of subitems the scene is having a hard time trying to calculate collisions, do the painting and other operations. So I decided to live with this situation for now... In the right moment I'll improve the class (maybe rewriting it?) so I can squeeze more performance from it.

              The important thing now is that the overall speed of rendering operations is better. Since I'm an eternal dissatisfied... Soon or later I'll dive into these important bottlenecks and solve them once of all. For now I'm really glad that solve part of my problem and learned new things about this amazing framework!

              Thank you once more, guys!

              K Offline
              K Offline
              kenchan
              wrote on last edited by kenchan
              #15

              @rkhaotix Great news.
              Very pleased to hear you have had some success, thanks for getting back to us with that :-). Really hope you have more success with in it the future.

              rkhaotixR 1 Reply Last reply
              1
              • rkhaotixR rkhaotix

                @kenchan @mrjj Hey guys!

                I came back here just to thank you! I did some refactoring on some of my classes responsible to represent database models using some of your hints, a the result was the following:

                1. I could reduce the amount of scene objects needed to represent a whole database model in ~38%. Putting this in numbers, if we use that huge model above which contains 109630 scene items after the code refactoring the amount of objects is now 67902, an impressive difference of 41728 scene objects! That really makes me happy. I did not make any benchmark but I could notice that the stuttering while moving or zooming diminished sensibly! :)

                2. Tried several approaches of LOD but they did not contribute in a relevant way to increase the rendering speed. So I concluded that it could be an unecessary and complex implementation (for some objects) which final result was not as good as I needed.

                3. Using less QGraphicsGroupItems was the key for most of the problems. I'm using them now only in important parts where the usage of nested QGraphicsItem could generated an overhead when calculation position of children in certain situations.

                4. Fiddling around with all my graphics classes I could determine the main culprit of the performance degradation. The guy in question is the a class based upon QGraphicsGroupItem which represents relationships (the most complex objects in the software). Since these objects carry a considerable number of subitems the scene is having a hard time trying to calculate collisions, do the painting and other operations. So I decided to live with this situation for now... In the right moment I'll improve the class (maybe rewriting it?) so I can squeeze more performance from it.

                The important thing now is that the overall speed of rendering operations is better. Since I'm an eternal dissatisfied... Soon or later I'll dive into these important bottlenecks and solve them once of all. For now I'm really glad that solve part of my problem and learned new things about this amazing framework!

                Thank you once more, guys!

                mrjjM Offline
                mrjjM Offline
                mrjj
                Lifetime Qt Champion
                wrote on last edited by
                #16

                @rkhaotix

                That is indeed good news.

                I have posted a link in
                https://forum.qt.io/category/8/showcase

                as its a very good example of full blown Qt program,
                and maybe the most feature rich Modeler i have seen for PostgreSQL.
                Thank you for sharing.

                rkhaotixR 1 Reply Last reply
                2
                • K kenchan

                  @rkhaotix Great news.
                  Very pleased to hear you have had some success, thanks for getting back to us with that :-). Really hope you have more success with in it the future.

                  rkhaotixR Offline
                  rkhaotixR Offline
                  rkhaotix
                  wrote on last edited by
                  #17

                  @kenchan Thanks! :D

                  1 Reply Last reply
                  0
                  • mrjjM mrjj

                    @rkhaotix

                    That is indeed good news.

                    I have posted a link in
                    https://forum.qt.io/category/8/showcase

                    as its a very good example of full blown Qt program,
                    and maybe the most feature rich Modeler i have seen for PostgreSQL.
                    Thank you for sharing.

                    rkhaotixR Offline
                    rkhaotixR Offline
                    rkhaotix
                    wrote on last edited by
                    #18

                    @mrjj Wow, thanks for that! I'm working on this project for twelve years and I really want that it can be a reference of database modeler for PostgreSQL ;)

                    mrjjM 1 Reply Last reply
                    0
                    • rkhaotixR rkhaotix

                      @mrjj Wow, thanks for that! I'm working on this project for twelve years and I really want that it can be a reference of database modeler for PostgreSQL ;)

                      mrjjM Offline
                      mrjjM Offline
                      mrjj
                      Lifetime Qt Champion
                      wrote on last edited by
                      #19

                      Hi
                      Well its already famous / recognized :)
                      https://wiki.postgresql.org/wiki/Design_Tools

                      rkhaotixR 1 Reply Last reply
                      0
                      • mrjjM mrjj

                        Hi
                        Well its already famous / recognized :)
                        https://wiki.postgresql.org/wiki/Design_Tools

                        rkhaotixR Offline
                        rkhaotixR Offline
                        rkhaotix
                        wrote on last edited by
                        #20

                        @mrjj Yeah... I'm aware of that entry on PostgreSQL wiki :D

                        1 Reply Last reply
                        0

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