# Performance: Multiple Copies of Same Animation

**URL:** <https://forum.kirupa.com/t/performance-multiple-copies-of-same-animation/243322>\
**Category:** flash\
**Created:** [November 5, 2007, 8:46pm UTC](https://forum.kirupa.com/t/performance-multiple-copies-of-same-animation/243322 "2007-11-05T20:46:55Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![evilmrsock](https://avatars.discourse-cdn.com/v4/letter/e/ba9def/32.png) [@evilmrsock](https://forum.kirupa.com/u/evilmrsock)\
**Post date:** [November 5, 2007, 8:46pm UTC](https://forum.kirupa.com/t/performance-multiple-copies-of-same-animation/243322/1 "2007-11-05T20:46:55Z")

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Okay. I’m looking for this thread to do one of two things: Manage my expectations, or point me in the right direction. Feel free to manage my expectations to “You are \*\*\*-backwards wrong”, it’s cool.

I was under the impression from looking at things online and going “Gee, I wonder how they made that work” that there was a method to take a smaller performance hit per iteration of the same animation.

Project FPS is 20.  
Animation A loops through 20 frames of vector data created manually.  
The vector data is relatively simple, it takes up less than 1k.  
100 copies of Animation A brings runtime FPS down to 5.

None of these copies would ever be altered independently. If scaled or rotated, it would be as a result of the parent object that holds them being scaled or rotated.

Now, I didn’t expect copies 2-100 to be completely free in terms of CPU usage, but… I’m a little surprised at how big the hit is. Because I would like the animation to remain vector, I wasn’t sure that BitmapData would be what I wanted to look into - but if using bitmap data would solve my issue, I can always suck it up and compromise.
