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GPU Constraints and 3D

Filter and Effect GPU Costs

Per-Filter Rendering Costs

Filter TypeGPU CostNotes
Color adjustment (brightness, contrast, curves, etc.)Very lowSingle-pass fragment shader
Hue rotation, saturationVery lowSingle-pass fragment shader
Gaussian blur (small radius)LowSeparable kernel — two passes
Gaussian blur (large radius, >30px)MediumMulti-pass accumulation
Motion blurMediumMulti-sample accumulation
Radial / zoom blurMedium-HighMany samples from center
Distortion (warp, ripple)MediumDependent texture reads
Displacement mapMedium-HighTwo simultaneous texture reads
Lens flare / god raysHighRay-marching algorithm
Mesh warpHighPer-vertex interpolation across mesh
Stacked filters (any 5+)Very highAdditive cost; each adds a rendering pass

Filter Resolution Scaling

Some filters (particularly blur types) scale their cost with canvas resolution:

  • -At 1080p: Gaussian blur radius 50px costs approximately 1ms per frame
  • -At 4K: The same blur costs approximately 4ms per frame (4x resolution = 4x area)

For export at 4K, filter computation time is multiplied significantly. This is expected — export is slower than realtime, and the export renderer is not limited by realtime performance requirements.

Animated Filters

When a filter parameter is animated (keyframed to change over time), the GPU shader must be re-evaluated on every frame. Static filters are applied once and the result is cached as long as the underlying element does not change.

Optimization: Even if a filter is conceptually "constant" for a visual look, avoid placing keyframes on filter parameters unless the value actually needs to change. Keyframed filters prevent caching.