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pavelsoyfer
New Participant
March 28, 2024
Question

Significant performance drops while working with nested components and design systems

  • March 28, 2024
  • 23 replies
  • 2886 views

Greetings!

I’d like to report issues with Figma’s performance when working with both components and prototypes. I’ve got multiple files with a descent amount of frames and quite a lot of nested components. I’ve tried splitting everything into multiple files, I’m using variables/properties, but even with those techniques as soon as I update a single line of text in a component everything lags like there’s no tomorrow.

From what I can gather, the lagging occurs as Figma is trying to update all component instances. I’ve tried splitting the design system into various files as I mentioned, so that it doesn’t have to update everything at once, but it still struggles a lot and for a second (…or ten. Or more.) the file becomes virtually unworkable. It even shows the cloud icon saying the file has unsaved changes, despite my connection being solid.

The thing is… it’s not the delay when it’s updating instances that’s bothering me. It’s the fact that any changes are synched rightaway, which makes editing a component incredibly slow.

For instance, I have a card component that’s using other components inside (imagine a card with rows of text). The inner components are stored in a separate file, no changes being done to them. So I take a bunch of cards like that and use them in a larger frame — like a view of a web app. That larger view I make into a component also, so that I can place its instances next to it, shrinking/expanding their sizes (to show how the auto-layout works on 4 breakpoints).

So, in total: component #1 — a card (uses smaller components from another file), component #2 — a webapp view with 10 cards, and about 12 instances of component #2 next to it.

That doesn’t seem excessively large, given how I’ve seen design systems way larger at my last job. And yet, both editing any text inside component #1, its instances within component #2 and playing the prototype is just abysmally slow. I’ve got a relatively capable MacBook Pro 2019 with a hexacore CPU, more than 4GB or RAM is free (16 total), the computer isn’t utilized fully, CPU load is pretty low. I feel like it’s some kind of Figma’s “engine” bottleneck.

But it gets better! Placing a separate frame with the same card compoment, with nothing in it, just the card — the hover animation between 2 card variants lags still. Even if that new frame doesn’t have any instances, just a frame. So it’s like the whole file or anything inside of it lags.

I’ve tried cleaning the caches, I’ve reinstalled the app last night, I’ve tried it on a dedicated GPU — nothing. I’ve sent it to other people and they confirm it lags on their machines as well.

I seem to recall being able to make larger prototypes and they worked well on an M1 MacBook Pro 13. Our DS has loads of components in various files, but isn’t that… the idea? So I can’t imagine how larger products are able to work with hundreds of screens/frames since it doesn’t seem to be dependent on my laptop’s performance. If this little thing can handle a modern game at high settings (Fallen Order, High, ~40fps, AC Unity Ultra High — 50-60fps), it should probably be able to handle a Figma prototype 🙂

Please let me know where I can talk to someone about it, I’m willing to provide any feedback or details if it helps resolve this issue.

Best regards,
Paul

P. S.
Published design system updates often wouldn’t apply to a current file when I press the “Update all” button — nothing happens. I’ve had to reload a tab multiple times today alone to see changes from other files. It’s like after a certain amount of complexity the app just struggles.

This topic has been closed for replies.

23 replies

Jordan_Campbell1
New Participant
April 18, 2024

I’ll definitely check out iStat for a more accurate read - appreciate the recommendation!

That’s what I was assuming too, that the complexity and looping of every instance is causing it to be overloaded.

From what I researched and your feedback, the best method for me now is utilizing setting variables for the time being. Thanks for the context you got from support as well!

Alberto_Estevez
April 26, 2024

I’m experiencing the same problem on a Mac mini M2 Pro with 64GB. My buttons have become very unresponsive. It takes lately between 2 and 4 seconds to change from default to hover state while hovering.

Lindsey_Leanne1
New Participant
April 26, 2024

Same problem with countless support tickets submitted and still no resolution. Our prototypes are unusable. And our design system file which used to work very quickly has slowed to a halt and publishing is nearly impossible. 20-45 minutes to publish and usually the publish just times out.

Morten_Korshavn
New Member
April 30, 2024

I’m experiencing the same problem on a Macbook M1. I have a file with less than 10 components and it’s still happening. Clearly a Figma issue.

I can render 3d files flawlessly on the MacBook, but can’t run Figma? Come on… this is something you need to fix asap as the app I pretty much useless atm.

Morten_Korshavn
New Member
April 30, 2024

Are any of you using the string variable for something? I used it with the new font variable feature and I think this is what caused the lag.

When I turned it off, the performance was back to normal. IDK if it helps all of you but maybe something to experience.

Lesson learned: Don’t ship a feature that’s not proper tested yet. This is clearly a Figma dev issue and there’s nothing wrong with our computers.

Lindsey_Leanne1
New Participant
April 30, 2024

@Morten_Korshavn we’ve pinpointed it to the typography variables as well. So now we’re undoing all of the typography variables in the design system as a work around to see if that speeds up prototypes.

Morten_Korshavn
New Member
April 30, 2024

Great that you located the issue. I think that it’s a bit weird that they release this without proper testing when it’s causing such critical errors.

Please, let me know if you find any other issues in the variables that can cause performance issues, then I’ll try to work my way around those ✌️

pavelsoyfer
New Participant
April 30, 2024

I just wanted to chime in — I’m not using typography variables at all. I use some basic text variables to connect states of multiple components. For instance, a single component expands/collapses on click and while doing that it sets a variable to either “On” or “Off”. That variable is then bound to some other component variant, so that once the first one collapses, the other component changes to a collapsed variant too. I have about four of these variables set up this way in a file I’m working on now.

But then again, I’ve just tried viewing a prototype from a different file that uses zero variables and has some card hover interations and when viewed… they do play and relatively quickly (no 3 second delay between hovers now, but that may be because I’m forcing my discrete GPU now), but when I’m trying to scroll the page I can see the prototype/app struggling. Every time I’m trying to scroll the page and the cursor inevitably lands on a card, it then tries to play the hover state — it lags/stutters/freezes for a second. And my temps go up and I can hear my laptop fans spin up.

So my initial point stands — large artboards with nested components and/or design system assets when paired with hover states seem to be quite taxing performance-wise.

I know it’s not really apples-to-apples of a comparison, but when I’m viewing the same UI done in HTML everything flies like Starship Enterprise even with TurboBoost disabled and while on integrated graphics. But the thing is — I gotta be able to preview animations/interations before I send it off to our front-end guy, hence all the performance frustration.

I also stand corrected — forcing the discrete GPU and enabling CPU Turbo does seem to help with performance. It’s far from perfect, but at least hovers work to some extent. I’m working on a frame with a lot of hovers now and even with my AMD 5300M it struggles.

Anyway, hope this provides some more insights.

Marcin8
New Member
May 10, 2024

Hi, I have discovered: OS Mac, latest Beta Figma now that the biggest impact on the performance have variables. If I have a screen when Default (Auto) variables are used then the page works fine, but If I apply variables to the layer / page and each of the components is updated, then performance of such a view is dramatically low.

It is interesting comparing to the Tokens Studio plugin which allows to achieve similar effect → the same design system components in different skins, but without paralysing Figma to the point where normal work is no possible because editing a page takes ages.

My solution for now is to work in the auto view with default variables and switch them to the other skin ONLY when editing is finished. For example before sending it to Zeplin. I hope Figma will solve it as I can’t imagine on working on the for themes using the same set of components from one library.

Peter_Uithoven
July 10, 2024

I’m experiencing the same issue.
Somewhat simplified: I have an instance of a component with variable based interactions. When I detach that instant there is a huge performance improvement.

I’ve submitted a support ticket with my full prototype and a video.