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Sanctification/flutter-scene-spike/.claude/skills/flutter_scene-performance/references/performance.md
2026-09-08 13:39:03 -07:00

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flutter_scene performance reference

Companion to the flutter_scene-performance skill. The skill states the budget, the measure-first rule, and the fixed remediation order. This file expands each step with the real API, when it helps and when it does not, the diagnosis that maps a wrong frame time to a thread, and an honest account of the measurement tooling.

Verify any symbol here against lib/src before relying on it; the inventory in the flutter_scene-idioms skill (references/what-exists.md) is the fuller API map.

The two threads, concretely

A frame is built on the UI thread and drawn on the raster thread, and they overlap across frames (frame N rasters while frame N+1 builds). Either thread over budget drops the frame.

  • UI thread work is Dart. flutter_scene walks the scene graph, computes world transforms, runs frustum culling, ticks every component's update, and encodes the draw list. Cost scales with node count, component count, and how much per-frame Dart you run in onTick or component update.
  • Raster thread work is the GPU. Impeller executes the encoded passes, the shadow pass, the main color pass, and every enabled screen-space post-processing pass. Cost scales with pixels drawn, overdraw, shadow-map resolution, and how many post passes are on.

Diagnosis, symptom to thread

Read the two thread graphs in DevTools (or the performance overlay) and match the over-budget one to a cause.

Observation Over-budget thread Likely cause Go to step
UI time high, raster fine UI Too many nodes/draws or heavy per-frame Dart 1 instancing, 3 culling
UI time scales with object count UI Thousands of separate nodes for one repeated mesh 1 instancing
UI time high with a huge static world UI No culling; whole graph walked every frame 3 culling
Raster time high, UI fine Raster Too many pixels or post passes 4 post stack, 5 consolidation
Raster time high, and it tracks resolution Raster Fill-bound; too many pixels 4 renderScale, AA
Raster spikes only when shadows are on Raster Every caster re-encoded per frame 6 static shadows
Raster time tracks the number of distinct materials Raster State-change churn from per-node materials/textures 5 consolidation
Jank only on phone or web, smooth on desktop Whichever is over budget there Desktop GPU was hiding it measure on the real target

If both threads are near budget, fix the UI thread first (steps 1 to 3); a lighter draw list also lightens the raster thread.

Measurement tooling, honestly

There is no built-in frame-stats API in flutter_scene. No scene.frameTime, no draw-call count, no visible-triangle count. Do not invent one or claim one exists.

  • Profile mode is mandatory. flutter run --profile --enable-flutter-gpu. Debug builds carry assertions and skip AOT optimization, so their timings do not reflect a release build. A number taken in debug mode is not a performance number.
  • DevTools Performance view is the primary tool. It shows per-frame UI time and raster time as two tracks, flags janky frames, and lets you expand a frame's timeline. This is what tells you which thread is over budget.
  • The performance overlay gives the same two thread graphs in-app for a quick read without attaching DevTools.
  • A Stopwatch around the per-frame work (the onTick body, or a component update) is a coarse UI-thread fallback. It cannot see the raster thread at all, so a good stopwatch number does not clear a raster-bound jank.
  • Editor MCP. get_app_state reports lifecycle only (launching/running), not timing. The one place per-pass GPU timings surface is a render-graph capture (Scene.captureRenderGraph, or the editor MCP capture tool), whose result carries per-pass timing and lets you see which post pass is expensive. That is per-pass GPU detail, not a whole-frame counter, and the editor MCP is not connected in every project. When it is not, the DevTools loop above is fully sufficient.

Step 1, instancing

InstancedMesh holds one geometry/material pair and one transform per copy. The whole set encodes as a single draw and, by default, a single frustum cull test.

final mesh = InstancedMesh(
  geometry: someGeometry,
  material: sharedMaterial,   // one material for the whole batch
);
for (final placement in placements) {
  mesh.addInstance(placement.transform, color: placement.tint); // matrix is cloned
}
scene.add(Node()..addComponent(InstancedMeshComponent(mesh)));
  • addInstance(Matrix4, {Vector4? color}) returns an index; the matrix is cloned, so mutating your copy afterward is safe. Per-instance color is a linear RGBA multiplier.
  • Edit later with setInstanceTransform(i, m), setInstanceColor(i, color), removeInstanceAt(i), clearInstances(), or move the whole batch in one pass with updateInstanceTransforms((list) { ... }).
  • Culling default. cullInstances defaults to false, so the batch is culled as one unit against its combined bounds, not per instance. Turn cullInstances: true on only for a batch spread across a large area where many instances are off-screen, since per-instance culling adds CPU work.
  • When it helps. Repeated geometry, foliage, crowds, tiles, debris, particles-as-meshes. It is the largest UI-thread win available, because N separate nodes become one. It does nothing for a scene of distinct meshes.
  • Winding trap. A mirrored (negative-determinant) instance edited with updateInstanceTransforms(recomputeWinding: false) renders inside-out. Keep instance edits orientation-preserving, or let winding recompute.

See the flutter_scene-procedural skill for the full scatter-on-terrain pattern.

Step 2, level of detail

LodComponent(List<LodLevel>) draws one of several mesh variants per frame, chosen from how large the object appears on screen.

node.addComponent(LodComponent([
  LodLevel(geometry: high, material: mat, screenSize: 0.4),
  LodLevel(geometry: mid,  material: mat, screenSize: 0.15),
  LodLevel(geometry: low,  material: mat, screenSize: 0.04), // set 0.0 to never cull
]));
  • screenSize is the projected bounding-sphere diameter as a fraction of viewport height. Levels are highest detail first, strictly descending. The engine draws the highest-detail level whose threshold the object still meets, and draws nothing below the last threshold (the cull floor).
  • Selection is screen-size based, so it is field-of-view aware and resolution independent, and it is per view (a split-screen frame can pick different levels per view).
  • LodComponent(levels, {lodBias = 1.0, hysteresis = 0.1, blendRange = 0.0}). lodBias above 1 keeps detail farther away; hysteresis is a dead-band so an object on a boundary does not flip-flop; blendRange above 0 dither-cross-fades adjacent levels to remove the pop (honored by the built-in lit and unlit materials).
  • Limitation that matters for shadows. The shadow and depth-prepass passes always draw the highest-detail level and ignore the LOD cull. So LOD lightens the color pass, not shadow or depth cost. A shadow-heavy scene needs step 6, not LOD.
  • Not for instanced draws. A LodComponent draws a single mesh and picks one level for the whole node; it does not combine with hardware instancing.

Step 3, culling

Skip work for things the camera cannot see.

  • Node.frustumCulled (default true) skips a subtree whose combinedLocalBounds do not intersect the camera frustum. Leave it on. Set it false only where the cached bound is known-stale or misleading (procedural geometry you regenerate, large terrain pieces). A subtree that reports no bound (skinned content, geometry without a computable bound) is treated as always visible regardless of the flag.
  • RenderView.cullingPlanes (List<Plane>, default empty) adds extra clip planes beyond the frustum, for portal or region culling.
  • Layers. node.layers (a 32-bit mask, default kRenderLayerDefault which is layer 0, not inherited by children) against RenderView.layerMask (default kRenderLayerAll) decides whether a view draws a node at all, when node.layers & view.layerMask != 0. Put editor gizmos, an inset viewport's contents, or a minimap's set on their own layer and give each view the mask it needs, so a view skips whole sets cheaply.
  • When it helps. Large worlds where much of the graph is off-screen each frame. Culling is a UI-thread win (fewer nodes encoded) that also lightens the raster thread (fewer draws).

Step 4, shrink the post stack

Every screen-space effect is a raster-thread pass. Turning off what you do not need is the most direct raster win. All the scene-wide look fields live on EnvironmentSettings (see the flutter_scene-looks skill); each effect has an *Enabled flag, off by default.

  • Turn effects off. ambientOcclusionEnabled, screenSpaceReflectionsEnabled, godRaysEnabled, depthOfFieldEnabled, bloomEnabled, and the rest default false. A preset the app copied may have turned several on; drop the ones the scene does not visibly need. Ambient occlusion, screen-space reflections, god rays, and depth of field are the heavy ones.
  • Half-resolution AO. ambientOcclusionHalfResolution defaults true; keep it. Full-resolution AO roughly doubles that pass's cost for little visible gain on most content.
  • Cheaper depth of field. depthOfFieldQuality (DepthOfFieldQuality.low/medium/high, default medium) trades gather taps and cleanup passes for time. Step it down to low on mobile.
  • Render fewer pixels. Scene.renderScale (default 1.0), or per-view RenderView.renderScale, renders the scene at a fraction of resolution and upscales. Dropping to 0.75 cuts fill cost by nearly half and is often barely visible after anti-aliasing. This is the biggest lever for a fill-bound (resolution-tracking) raster time.
  • Step anti-aliasing down. Scene.antiAliasingMode. AntiAliasingMode.auto picks msaa where supported else fxaa. msaa is cheap on mobile tilers and highest quality; fxaa is a single post pass on every backend; smaa is cleaner than fxaa but three post passes (~3x its cost), so step it down to fxaa or none on a raster-bound target; none is free. Read what actually runs with Scene.effectiveAntiAliasingMode.
  • Do not re-capture reflection probes per frame. A ReflectionProbeComponent capture (or Scene.captureEnvironment) renders the scene six times, a large one-frame spike. Let it capture once on activate and only call requestCapture() when the scene visibly changes, never every frame.
  • When it helps. Any raster-bound scene. The clean look in the looks skill is nearly free; a full moody stack (AO plus SSR plus god rays plus DoF plus grain) is the heaviest. Do not stack all of those on a low-end target without profiling.

Step 5, texture and material consolidation

Every distinct material and texture is a potential state change and bind on the raster thread. Fewer of them means a shorter, cheaper draw list.

  • TextureAtlas packs many equally sized tiles (voxel faces, sprite sheets, terrain tiles) into one texture, so a single material and draw call cover every tile. Resolve a tile's UV box with tileBounds(index) or map a within-tile coordinate with tileUv(index, u, v), write those into the mesh's texture coordinates, and build the bound material with toMaterial(). generateSolidColorAtlasPixels(tileColors:, columns:, tileSize:, padding:) builds placeholder pixels to bring the atlas path up before real art exists.
  • Share one Material instance across many nodes rather than constructing a new one per node. Identical materials that are separate objects still churn binds; the same object does not. Build the material once and reuse the reference.
  • MaterialsVariantsComponent switches an imported model between its named KHR_materials_variants sets in place (MaterialsVariantsComponent.of(model)?.select('name')), instead of duplicating a model per look. Read variants for the declared names; select(null) restores defaults.
  • When it helps. Scenes whose raster time tracks the count of distinct materials or textures, tile-based worlds, and models shown in several finishes.

Step 6, static shadows

Shadow casting re-encodes every caster into the shadow map each frame by default. Node.shadowStatic = true promises a caster will not change and lets the engine cache its shadow-map tiles across frames.

staticWorldNode.shadowStatic = true;  // set per mesh-bearing node; not inherited
  • The contract. The node's geometry, material coverage, and world transform must not change while mounted. In return, the engine renders it into cached shadow-map tiles reused across frames instead of re-encoding it every frame. Dynamic nodes (the default) still cast per-frame shadows on top of the cache, so a moving character over a static world works.
  • Not inherited. Set it on each mesh-bearing node, not once on a root.
  • Stale-shadow caveat. A static node that does change (moves, remeshes, edits material coverage) shows stale shadows until its render item re-registers. Flag only genuinely static content.
  • Displacement caveat. A material with a vertex { } displacement stage should stay dynamic, since its cached shadow would not follow a camera-dependent displacement.
  • When it helps. Large static worlds with a shadow-casting DirectionalLight. The win scales with how many static casters you have; a mostly static level with a few moving actors is the ideal case.

Order and stopping

Fix the measured over-budget thread first, top-down within it, and re-measure after each change so cause and effect stay legible. Stop when the frame chart clears budget on the real target; there is no reason to keep optimizing a thread that is already under budget while the other one janks. The whole point of measuring first is to avoid spending a step's effort on the thread that was never the problem.