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Lottie 4.0 for iOS: new render engine with significant performance improvements

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Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#42
post #16

Earlier quoted context omitted.

https://rive.app/use-cases Thanks, I hate it.

Call me old, but I don’t like it all. This seems over the top

Hello, fellow old! I don’t like it, but only because it’s hard to employ tastefully. That doesn’t mean it’s all bad, though.

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#43

Crazy to me that animations would have been done on the main thread but that showed how far you can get with kiss. The performance improvement they’re showing is great -17% CPU to display a loading animation down to 0. Before the animation could be interfering with the loading!

TFA says that their app loads faster for this reason with the new implementation.

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#44
post #13

> These issues are inherent limitations of using a main-thread-bound rendering architecture. sorry but bullshit! Sure, multi-threaded rendering can give faster results but the apps AirBnB is making could have easily rendered at 60hz with single threaded software rendering in flash in 1998! I can only guess that too much abstraction throughout the systems has turned into death by 1000 cuts and their solution, instead…

> their solution, instead of getting rid of the 1000 cuts is to apply more band-aids

That's engineering at scale. It's impossible to remove more than a small fraction of those cuts within any reasonable time frame.

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#45
post #11

I suppose Rive [0] will have to make a response to this to clarify just how much better it is than Lottie - as far as performance goes. [0]: https://rive.app/

https://rive.app/use-cases Thanks, I hate it.

The demos for the macOS animated Dock and menu bar icons was pretty damn cool, I have to say.

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#46
post #13

> These issues are inherent limitations of using a main-thread-bound rendering architecture. sorry but bullshit! Sure, multi-threaded rendering can give faster results but the apps AirBnB is making could have easily rendered at 60hz with single threaded software rendering in flash in 1998! I can only guess that too much abstraction throughout the systems has turned into death by 1000 cuts and their solution, instead…

This makes me wonder: are immediate-mode GUIs (like Dear ImGui) subject to stuttering and frame-drops under compute-heavy workloads?

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#47
post #13

> These issues are inherent limitations of using a main-thread-bound rendering architecture. sorry but bullshit! Sure, multi-threaded rendering can give faster results but the apps AirBnB is making could have easily rendered at 60hz with single threaded software rendering in flash in 1998! I can only guess that too much abstraction throughout the systems has turned into death by 1000 cuts and their solution, instead…

Yep, same deal with AsyncDisplayKit and the classic "iOS can't handle our scale". Too many cooks. Move along, this isn't the library you're looking for

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#48

Earlier quoted context omitted.

Are you on iOS Developer? Anything related to UI is always suggested to be done on the main thread by Apple.

No. Animations are usually performed by the GPU under the control of a separate process. "This system framework renders animations out-of-process with GPU hardware acceleration. Animation playback is managed by a separate system process called the “render server”. " This was actually a really cool trick that was in-place from day 1 and the main reason iOS animations were smooth on fairly anaemic hardware. And smoothe…

It was also available since at least 2014 when animating with AIR (yes, Flash AS3), along w/ fine-grained control over what was uploaded to the GPU and when, through an API that deployed seamlessly to iOS and Android. There's no reason the nascent Flash mobile plugin wouldn't have supported this too, if it had gotten much past beta, since GPU leveraging was available from Flash in desktop browsers earlier than that.

Keeping the GPU context when switching mobile apps was always a challenge, though, and often the animation state would need to be rebuilt if the context was dropped. I'd assume that's still an issue something like Lottie needs to handle, whether it does so under the hood or not...

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#49

Earlier quoted context omitted.

https://rive.app/use-cases Thanks, I hate it.

The demos for the macOS animated Dock and menu bar icons was pretty damn cool, I have to say.

The demo is neat sure, but having a tiny animation in the peripheral of my eyeline whilst trying to work would generally be grounds for an uninstall.

Re: Lottie 4.0 for iOS: new render engine with significant performance improvements

#50
post #2

Can anyone recommend a course or tutorial series on creating simple 2d bodymovin animations in after effects? I always wanted to use lottie, but never really dived into 2d animations. Edit: To make it clear: I'm a complete afterfx noob.

If you want a course and are willing to pay for it I can recommend School of Motion — https://www.schoolofmotion.com/courses/after-effects-kicksta... (did not take this one, I took more advanced stuff and it was good). Or just like in SE a good way to learn is to choose what you want to make and then watch tutorials on youtube about that specific topic. > I always wanted to use lottie, but never really dived into 2d…

Hijacking thread. Are there any alternatives to AE for those of us that want to animate and export to Lottie but also suffer physical repulsion to Adobe? Is there any serious competition? Lightweight and FOSS are on the wishlist..
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