I’m experiencing some trouble using content cache component.
The “Content Cache” component consumes resources even if the “Content” input is empty.
Video example: I use a slider that I connect to a “Stream Gate” component. I connect output 1 (empty) to the “Content Cache” component.
When the slider is moved, an empty element is sent to the “Content Cache” component at each position. This creates lag, enough to impact the smoothness of the definition.
The lag is more or less pronounced depending on the time spent on Rhino/grasshopper and can be really disturbing (as you can see in the video).
This is a weird example file. You cannot cache a number and using a button on a stream gate also isn’t a typical application. Why don’t you upload a more realistic definition?
PS: I downloaded your file but I don’t experience the lag you mentioned.
Windows 11 (10.0.26200 SR0.0) or greater (Physical RAM: 128GB)
.NET 9.0.12
Computer platform: DESKTOP
Standard graphics configuration using DirectX
Primary display: NVIDIA RTX A5000 (NVidia) Memory: 24GB, Driver date: 12-19-2025 (M-D-Y). DirectX(11)
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0
- Secondary monitor attached to adapter port #1
Secondary graphics devices.
NVIDIA Quadro K2200 (NVidia) Memory: 4GB, Driver date: 12-19-2025 (M-D-Y).
> Accelerated graphics device with 4 adapter port(s)
- There are no monitors attached to this device!
DirectX Settings
Safe mode: Off
OpenBLAS: OpenBLAS 0.3.30 DYNAMIC_ARCH NO_AFFINITY Zen MAX_THREADS=64.
Hello, the point wasn’t sending a number, it was showing that when a “cache content” component is recieving an empty data it takes ressources.
I have bigger definitions, with sliders to design a building and i use “cache content” only once to bake the final state. While I don’t send data to it, mooving the sliders send many “empty” to the “content cache” and it shouldn’t make the definition slower. This exemple just illustrate the issue.
Windows Main Display is laptop’s integrated screen or built-in port
Primary OpenGL: NVIDIA GeForce RTX 3060 Laptop GPU (NVidia) Memory: 6GB, Driver date: 8-21-2025 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 573.71
Integrated accelerated graphics device with 4 adapter port(s)
Video pass-through to primary display device
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
GPU Tessellation is: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 8-21-2025
Driver Version: 32.0.15.7371
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 6 GB
Rhino plugins that do not ship with Rhino
C:\Users\rpere\AppData\Roaming\McNeel\Rhinoceros\packages\8.0\Karamba3D\3.1.51222\net8.0-windows\Karamba3D_LicensePlugin_Rhino8.rhp “Karamba3DLicense”
There are some improvements in this area on v8.31.
May I ask how “big” is this model?
How many objects does Rhino report if you do _SelectAll and how many layers do you have at the time the video was recorded?
The changes done in 8.31 should reduce these 15ms to 1-2ms but I’m really curious about this extra delay not reported by the profiler.