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GPU Constraints and 3D

Optimization Strategies for 3D Compositions

Use 3D Only Where Necessary

Not all elements in a composition need 3D enabled. Elements that remain flat (no X/Y rotation, no Z-depth) should have 3D turned off. 3D-enabled elements participate in the depth sort calculation even when stationary.

Minimize Non-Normal Blend Modes on 3D Elements

The combination of 3D transforms and non-Normal blend modes is the highest cost combination in FlashFX:

  • -Each non-Normal blend mode 3D element requires: depth sorting + blend mode isolation + 3D transform computation
  • -On Tier 2 hardware, more than 3 such elements active simultaneously will likely produce frame drops

Cull Invisible Elements

Elements that are rotated edge-on to the camera (90 degree X or Y rotation) are effectively invisible. Disable them via the layer visibility toggle or keyframe their opacity to 0 while edge-on to avoid unnecessary computation.

Reduce 3D Shadow and Lighting on Complex Scenes

The 3D lighting model adds a per-element shader computation. Disable lighting on background and non-hero elements:

In the Properties Panel for each 3D element, the "Receive Light" toggle controls whether that element participates in the lighting computation.

Pre-render Background Layers

Complex static background elements can be pre-rendered as images:

  1. 1.Create the background composition in a separate sequence
  2. 2.Export a single frame at full resolution as PNG
  3. 3.Import that PNG as a background layer in the main composition
  4. 4.Delete the original complex background elements

The pre-rendered flat image has near-zero GPU cost compared to the original vector/filter composition.

4K and 3D

Running 3D compositions at 4K canvas resolution quadruples every GPU operation compared to 1080p.

  • -Tier 3 recommendation: Author 3D compositions at 1080p; export at 1080p. Scale to 4K as a simple resize if needed.
  • -Tier 4 capability: Real-time 3D preview at 1080p; export at 4K with rendering time approximately 2 to 5x realtime depending on complexity.