I want to upgrade my Computer. What PC Components influence Mari Performance ? 


  • More TFLOP capacity on your GPU will give you more FPS in the Canvas for painting and viewing your object.


  • More VRAM will reduce bucketing requirements for flattening Channels which will speed that up, 
    it'll increase visual fidelity in the Canvas of paint and cached layers and it'll allow you to use higher resolution Paint Buffer sizes.

  • More RAM will increase the amount of image data that can be imported into a Layer from image files, before Mari needs to start queuing (import progress bar is fast until RAM is full)


  • The faster your SSD read/write speeds are the faster Mari can stream data to/from disk. This is done in the background and should never block the app unless other bottlenecks exist. Bottlenecks here manifest in getting sudden texture resolution popping in the Canvas, or have to wait longer for Mari to shutdown if still writing to disk on close, or in the worst case, waiting longer between each paint stroke bake before the next.

  • More CPU cores will help parallelise disk streaming a bit, but not by orders of magnitude. CPU core count and RAM amount paired together should give more performance to importing gigabytes of UDIM sequences into Mari layers.


  • The better the OpenGL Driver for your GPU supplied by its manufacturer, the less chance of drawing/painting/baking artefacts occurring in your project data. 


  • Unfortunately the grey spinning circle is indicating that Mari is waiting for the project shader to compile, and this process's performance is bound to the OpenGL Driver and there is nothing your hardware can do to reduce the time it takes to compile and link a complex project Canvas shader.

  • You can improve its compile times by managing project complexity, caching layers and groups (Layerstack) and using Bake poiints (Nodegraph) you don't intend to edit live for a while, as many layers of branching procedurals are directly responsible for slowing down the shader compilation.


  • Project UDIM count has no bearing on shader compile times or FPS as Mari handles them via a Sparse Virtual Texture  system (SVT). This means your project could be 1 UDIM or 1000 and the compilation time and FPS should be the same.


  • Project Complexity (amount of layers or nodes being currently viewed) increases shader compile time and decreases Canvas FPS