what does "Multithreaded depsgraph" mean ?

While I use Blender since many years I really have no idea what they mean with depsgraph.

Anybody can explain what this means. I am sure it is very logical.

The dependency graph is the behind the scenes organizational tool that controls how each and every action you perform within Blender is evaluated and in what order. It also controls hierarchies between all elements that you could possibly create. The current dependency graph is single threaded in many places, has poor optimization, and is often rebuilt and reevaluated in cases where it isn’t at all necessary. It causes extreme slowdown in many areas of Blender, and prevents certain common actions for taking place at all. This is especially obvious in armature operations and in animation in general. By updating the depsgraph, users will experience an overall speedup to many operations within Blender, as well as having a much more organized scene graph behind the scenes. It will also open the door to many other possibilities for long overdue improvements to Blender’s core functions, and could lead to an outliner that is more on par with where the rest of the industry has been for years now.

It also to make previously impossible simulations possible right? Like filling a bag of of plastic with gasoline while blocks of wood are splashing in it and the whole thing is set on fire.

Would this for example help the speed of boolean modifiers which can slow down Blender a lot or is that only the carve library?

The main purpose of a graph is to drive the business logic of a piece of software, to create relationships between all the possible states.

The user of the given application should not care about this, it’s possible for a graph to slow down performances but in this day and age it should be a rare occurrence, also many part of blender are still single-threaded and probably there is bottleneck somewhere else.

It is thought that the depsgraph rewrite will enable crowd simulation and proper armature constraint heirarchy, very cool things

I think is actually true for the boolean modifier and the carve library integration - too bad as I am on a 8 core Xeon system …

I opened a thread about this and it was closed to merge with this one, so I’m pasting my question here…

Multithreaded dependency graph: what does it mean for users?
It’s my understanding that many potential features have been held up due to the need for a dependency graph refactor. Is this upcoming dependency graph update the refactor we’ve been waiting for, or is it just step one. What will this update do for blender? From what I understand, it will improve performance on playback of multiple character rigs at once. What else will it do?
will it allow us to reference in multiple instances of the same rig?
will it allow a node based particle system to be realized?
Anything else I may be missing?
im just trying to understand what this dependency graph update means for users, and what work is still to be done in that area.
thanks!

Fahr, for more info see here
http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph

I read through Joshua’s notes, but found nothing indicating whether or not he finished up the module. I sent him a quick email to find out.

This hybrid multi-single core processes also exists in Cinema4D and Houdini so it is not necessarily a Blender only dealio. I sit on an 8 core mac as well watching Cinema using only one core.

That’s gotta be a pain.