What is that header image of a beach about? Is that a rendering?
Lottie 4.0 for iOS: new render engine with significant performance improvements
61–70 of 127 posts
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#62Crazy 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!
Are you on iOS Developer? Anything related to UI is always suggested to be done on the main thread by Apple.
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#63Earlier quoted context omitted.
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..
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#64> 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…
You’re ignoring the OS doing other things as well before letting you draw to the screen. This isn’t a video game where they’re direct drawing to a graphics context with exclusive use of the resources. They’re also setting up native widgets in the background, coordinating data downloads etc.. Unlike a video game where you control the rendering and scheduling to a greater degree, here they’re beholden to when the OS de…
What an absolutely braindead reply. A telltale sign a comment has almost no thought put into it: when you go into the user's post history and see the first page filled with comments written that very same day. Scatterbrained to the max.
Hey dude I'm gonna give you some unsolicited advice. Lay off the keyboard for a bit, would ya? Maybe go outside for a walk. You are spending way too much time writing comments on the internet. https://youtu.be/FmDFCKVnaRY?t=341
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#65Earlier quoted context omitted.
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..
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#66Earlier 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…
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#67What is that header image of a beach about? Is that a rendering?
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#68> 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…
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#69Earlier quoted context omitted.
Are you on iOS Developer? Anything related to UI is always suggested to be done on the main thread by Apple.
I’m not, I guess the difference is animation vs UI? From the article, the ios library is set up to run animations off thread on a render server. >On iOS, the most performant and power-efficient way to play animations is by using Core Animation. *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”…
Re: Lottie 4.0 for iOS: new render engine with significant performance improvements
#70Earlier quoted context omitted.
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…
GPUs have no concept of animation. A frame rendered by a GPU has a fixed state, usually computed on the CPU. Until recently, this was usually done on the main thread, because graphics APIs had poor support for being used from multiple threads. I have no idea what AirBNB was doing to fail 60Hz on rather simple scenes with a single thread, but you can rest assured that it is possible without multiple threads or even pr…