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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How To use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
« Previous: Scene Management
» Index «
Next: Scene Tree »

Scene Statistics

Table of Contents

  1. Nodes/PGs
  2. Resources
  3. Assets
  4. Optimization
    1. Alpha is Zero
    2. Alpha is Full
    3. Identity Axes
    4. Invisible Subtrees
    5. User Blocked
    6. User Inactivated
    7. Content Node Islands
    8. Binding Sink Content Nodes
    9. Group Nodes
    10. Suboptimal Spreader
    11. Empty Text Provider
    12. Empty File Loader
    13. Analyze Sealed Containers
  5. Issues

The Scene Statistics dialogue provides information about the nodes and their occurrence that have been used in the scene. It shows which scene components and resources use how much memory space. Additionally all assets that are used in the open Ventuz scenes are listed.

The Statistics dialogue is separated into five parts.

Except in the Resources tab double-cliking on an entry in the tree will navigate you to the according node in the scene.

Nodes/PGs

The Nodes/PGs tab gives an overview of the nodes and property groups used in the currently open scene. Below the summery all used nodes are listed according to their Toolbox category. The number behind the category folder is the total number of nodes from this category in the scene. If one expands the folder, all used node types and their occurrence are listed. It is possible to double-click on an entry and the Hierarchy and Content Editors will navigate to the according node in the scene tree.
The View can be switched to see not only the Nodes but the used Property Groups.

Additional filters can be applied to list e.g. deprecated nodes, see the following list for more. Use the Mark filtered selection in Editors flag to highlight the filtered nodes in the Hierarchy and Content Editors.

Filter Function
No Filters All Nodes of the active scene
Hierarchy Only Only Hierarchy Nodes
Primary Only Only Primary Nodes - see Primary Nodes documentation for more information
Content Only Only Content Nodes
Repository References Only nodes referencing Repository items
Outdated Repository Ref. Only nodes referencing Repository items which are not up-to-date anymore
Full ScenePort Hierarchy All Nodes from the active and all nested Scenes
Deprecated only Only Nodes of previous Ventuz versions that are no longer available
Live-Linked only Only Nodes with an active Live-Link

Resources

The Resources tab shows the memory usage of all scene resources. If the Show all Resources in Memory option is enabled, all resources of all loaded scenes will be listed; otherwise only those of the active scene. The resources are assigned to different categories/folders:

  • The TextFont category contains all resources which are somehow related to text rendering like texture and mesh fonts, font files, the texts itself, etc.
  • Data contains all resources created by Xml, Excel and Text files but also the Shader related data.
  • Geometry lists all resources built by the Geometry primitives and the Mesh Loader node.
  • ImageTexture lists all resources that are related to images and textures. These are resources built by all the image and texture loader/creator/manipulator.
  • VideoAudio lists all resources that are needed for video/movie and audio playback.

The memory usage of the resources is separated into the System and Video memory pools. System represents the normal CPU memory and Video the memory on graphics cards.

Assets

The Assets tab lists all assets that are currently loaded into memory. Every asset entry lists all those nodes which reference this asset. The assets are sorted according to their data pools in the Project folder. Here it is possible to replace certain assets for the whole scene or single nodes or to perform an automatic search and replacement for missing assets. Just press the on a tree node to get a context menu with the possible options.

Optimization

In the Optimization tab it is possible to detect and remove unnecessary nodes. Optimizing a scene can improve its performance and reduces size. It makes sense to check the scene for unnecessary nodes especially if one works with lot of copies of the same (Hierarchy) Container.

The Optimization process is destructive and cannot be undone! The only possibility to go back to pre-optimized state is by saving the scene before!

Following optimization filters are available:

Alpha is Zero

Show Alpha, Solid Color or Material nodes in general with AlphaVaue = 0% and Block on full transparency enabled (both properties must not be bound to other nodes, SceneData or exposed to Scene level). Such nodes block the node hierarchy below and it is not rendered anymore thus it is unnecessary.

Alpha is Full

Show Alpha nodes that have an unbound AlphaValue set to 100% and an unbound Blocked property. Such nodes do not affect the rendering and can be removed.

Identity Axes

Unbound Axis nodes which have all properties set to default are so called identity axes and do not affect rendering if they do not directly lie beneath an Arrange node. It is save to remove them or, if you need them as structural element, to replace them by Group nodes (check the Replace Identity Axis by Group option).

Invisible Subtrees

With this filter it is possible to detect hierarchy trees that do not end with a rendering node (a node that has effect on the visual output like Text or Set 3D Mask). Such subtrees can be removed. Note that some hierarchy nodes do not affect the rendering directly like Material or Geometry but affect it indirectly in a different part of the scene tree. Two examples are the Volume and the Mirror node. Tree branches ending with these nodes are not detected as invisible. Subtrees that provide values to other parts of the scene are neither classified as invisible.

User Blocked

Hierarchy nodes with an unbound Blocked property set to true do not have effect on rendering and also block their child nodes. The affected nodes are grouped in two categories: User Blocked and User Blocked (Indirect).
Such subtrees can be usually removed but there are some exceptions:

  • Blocked Hierarchy Container with content are not taken into account as they may contain Content nodes with necessary logic (such nodes are not deactivated if their parent Hierarchy Container is blocked).
  • If nodes within such a blocked subtree provide values to other parts of the scene, the blocked subtree down to such a provider node is not taken into account.
  • Indirectly blocked Hierarchy Container with content are not taken into account.

User Inactivated

Inactive nodes that neither have the Inactive nor the Blocked property bound can be removed as they do not affect the rendering.

Content Node Islands

This filter shows Content nodes which do not have any binding to the Hierarchy tree, Scene Data, Template Data or "sender" nodes like OSC Out, Sound, Script, etc. Values generated by these nodes are not consumed and the nodes are redundant.

Binding Sink Content Nodes

This category of nodes is similar to the "content islands" except that they have a binding from the Hierarchy tree that provides them with values.

Group Nodes

Group nodes only have an organizing function in the Hierarchy Editor if their properties are not bound. They can be safely removed.

Suboptimal Spreader

The Spread node internally multiplies the attached node tree by the number specified by Max. The property Count defines how many of these copies are displayed. If Count is not bound and lower than Max it makes sense to reduce Max to the value of Count to improve performance and memory usage.

Empty Text Provider

Empty Text Layout and Text Effect nodes that do not have the Text respectively TextSource property bound can be removed. This is especially helpful as text resources can get pretty huge and loading a font that is not used at all does not make sense.

Empty File Loader

File or Asset loader nodes like Text, Texture Loader or Sound that have an empty File property that is not bound can be removed as they do not load and provide any resources for further processing.

Analyze Sealed Containers

With this filter enabled sealed Container are evaluated but the found issues will NOT be optimized!

It is additionally possible to convert unbound Identity Axes to Group nodes by checking the Replace Identity Axis by Group option and selection the Identity Axis filter. This can be quite helpful as Ventuz operator tend to use Axes as an element in the hierarchy tree just to improve the structure. But an Axis is pretty expensive compared to a Group node.

When clicking the Perform Optimization you will be asked to save a backup of your scene. After this the unnecessary nodes will be removed.

Note that an optimization step can produce a scene which shows further optimizations opportunities. E.g. removing a blocked subtree can generate an invisible subtree. With such an iterative optimization process it is more comprehensible why certain scene elements have been removed.

Issues

The Issues tab lists all nodes that are causing issues. Scenes from older Ventuz versions can contain nodes that do either not work at all any more, cause errors in the rendering or only function in a limited fashion.

  • Fatal: Nodes in this section do not work anymore and must be replaced.
  • Error: Nodes in this section are not compatible with new features or technologies and should be replaced.
  • Warning: Nodes in this section do work, but do not take advantage of the latest technologies. While they will not break other features or cause side effects, they should be replaced to unleash the full potential of the new version.

Hovering over the Nodes in the Issues tab shows a tooltip with a hint on how to node could be replaced.

You can also use the Auto-Resolve issues, which will try to solve issues automatically, for example exchanging deprecated nodes with new ones.

If the scene tree is modified by adding or deleting any nodes, press the Refresh button to update the statistics.

See also:
  • Performance Statistics
  • Scene Performance and Tweaks

« Previous: Scene Management
» Index «
Next: Scene Tree »
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