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effectcraft/docs/parity.md
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Brandon ThomasandClaude Opus 5.5 485f562e19 M12.2: gpu compositor and gpu effects
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).

render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.

Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:59:08 -04:00

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Parity with After Effects

How close EffectCraft is to After Effects 2026, feature by feature, and how much work is left. Audited against the code at commit 5273f1b (2 October 2026). Every feature in our catalog was graded from the code itself: a disabled menu entry, or a setting that is stored but never rendered, does not count as done.

Summary

Measure Value
Feature parity, weighted by tier (P0 ×3, P1 ×2, P2 ×1) ≈ 64%
Feature parity, unweighted ≈ 58%
P0 (it isn't After Effects without it) ≈ 75%
P1 (professional daily use) ≈ 38%
P2 (long tail) ≈ 17%
Features done / partial / missing 18 / 60 / 14 of 92
Effects 257 of 298 After Effects 2026 effects by name (86%); ≈ 70% allowing for simplified implementations
Remaining work ≈ 167 agent-hours (139 h of features + ≈ 20% for 1:1 polish against After Effects)
Wall-clock estimate ≈ 42–50 hours with five agents working in parallel and one integrating; ≈ 31–35 h for P0 + P1 only

"Agent-hours" are hours of one autonomous coding agent (Claude Opus 5.5) working in its own git worktree with tests. The estimate is calibrated on this repository's own history: Classic 3D (cameras, lights, shadows, depth of field, views, tools) took one agent about 2.7 h; timeline depth (graph editor, keyframe dialogs, time remapping, pen and masks) about 2.3 h; 85 effects about 1.2 h; the After Effects menu bar about 1.3 h; layer styles about 0.6 h; the web build about 0.8 h. What is left is harder on average (tracking, roto, puppet, GPU, Advanced 3D), and sequential chains (tracker → mask tracking → Warp Stabilizer → 3D camera tracker; GPU compositor → GPU effects) limit how much can run in parallel.

Work in progress at the time of the audit, not yet counted: motion tracking, preferences and the keyboard shortcut editor, auto-save and crash recovery, paint and puppet tools, Lottie import and export.

Update after the second wave (same day, commit e1f7241)

Motion tracking (1-, 2- and 4-point, stabilize, corner pin), paint (Brush, Clone Stamp, Eraser with write-on) and the puppet tools, preferences, a keyboard shortcut editor that rebinds, auto-save and crash recovery, Lottie import and export, Effect Controls widgets (angle dial, point crosshair, eyedropper, curves and levels editors, effect copy/paste) and 20 more menu commands landed. Re-scoring only the features they touch:

Measure Before After
Feature parity, weighted 63.7% ≈ 70%
P0 / P1 / P2 75% / 38% / 17% 78% / 56% / 17%
Remaining, audit estimate 167 agent-hours ≈ 141 agent-hours

Calibration. The audit priced this wave at about 21 agent-hours; five agents delivered it in about 1.5 hours of wall-clock time (roughly 6 agent-hours of actual work), though some features landed at 80–90% rather than fully done. So the per-feature estimates above are conservative. Remaining wall-clock time with five parallel agents is therefore somewhere between ≈ 12–15 hours at the pace observed so far and ≈ 35–40 hours if the audit's figures hold. The hardest remaining systems (Roto Brush, Warp Stabilizer, the 3D camera tracker, Advanced 3D, GPU rendering, on-canvas text editing) are where the conservative figure is most likely to be right.

By area

Area Weighted parity Remaining (agent-hours) Biggest gaps
Layers 88% 4.8 frame blending, collapse transformations, slip edit
Output 85% 4.2 multiple output modules, pre-render, WebM, audio-only
Audio 85% 0.5 audio to keyframes
Import 78% 4.5 PSD, SVG as shapes, Lottie
Automation 76% 3.3 a JavaScript scripting object model
Shapes 68% 3.9 pen tool for shape paths, vertex editing, taper and wave strokes
Compositions 67% 7.4 marker dialog, flowchart, Essential Graphics
Animation 65% 10.4 motion-path handles in the viewer, graph editor transform box, puppet, Wiggler/Smoother/Motion Sketch
Text 63% 5.8 on-canvas editing with a cursor, per-character styles, paragraph spacing and indents
Web 60% 2.5 threads, browser storage, audio
3D 58% 20.5 Advanced 3D (models, PBR, image-based light), 3D camera tracker, multi-view layouts
Effects 58% 13.6 Effect Controls widgets (angle dial, point crosshair, eyedropper, curves), GPU versions of more effects, 41 missing effects
Interface 55% 10.4 drag-to-dock and floating panels, viewer rulers/snapping/channels/snapshots, preferences, native macOS menus
Project 53% 8.1 8/16/32-bit pipeline and colour management, auto-save, proxies, folder moves
Masks & roto 44% 13.0 mask tracking, Roto Brush, free transform and RotoBezier
Preview 55% 6.1 GPU 3D and adjustment layers, disk cache, region of interest, snapshots and exposure
Tracking 0% 13.0 point tracker, Warp Stabilizer, mask and face tracking
Paint 0% 4.0 Brush, Clone Stamp, Eraser

Effects still missing

Immersive Video (all 12), 3D Channel (all 8, including Cryptomatte), Color Stabilizer and the five OCIO transforms, CC Flo Motion, Liquify, Rolling Shutter Repair, Warp Stabilizer, Compressor, Distortion and Gate (audio), Camera-Shake Deblur, CC Radial Blur, CC Hair, Particle Playground, Keylight (our Screen Key stands in), Color Profile Converter and the 3D Camera Tracker. Boris FX Mocha and Cineware are third-party and not counted.

Highest-value gaps, in order

  1. On-canvas text editing and per-character styles.
  2. Effect Controls widgets: angle dial, point crosshair, eyedropper, curves and levels editors.
  3. Viewer basics: snapping, rulers, channel view, snapshots, exposure, a drawable region of interest.
  4. A GPU (wgpu) compositor, then GPU effects (done: 2D compositing and 16 GPU effects; 3D runs and adjustment layers still composite on the CPU).
  5. Pen tool for shape paths, shape vertex editing, the Layer viewer, free transform and RotoBezier.
  6. Motion-path handles in the viewer; graph editor transform box and snapping.
  7. Point tracking and stabilization (in progress).
  8. Frame blending, collapse transformations, slip edit.
  9. A real 8/16/32-bit pipeline with linear blending and colour management.
  10. Drag-to-dock and floating panels, saved workspaces, native macOS menus.
  11. Auto-save, crash recovery, recent projects (in progress).
  12. Expression gaps: sampleImage, the sourceText style API, footage().
  13. Lottie (in progress), WebM, SVG and PSD import.
  14. Puppet and paint tools (in progress).
  15. Preferences and a shortcut editor that can rebind (in progress); real Wiggler, Smoother and Motion Sketch; the marker dialog.

The engine underneath (keyframes, expressions, shape operators, text animators, Classic 3D, all 38 blend modes, the render queue) is deep. Most of what is missing is interactive tooling in the viewer, settings that are stored but not yet rendered, about 69 menu entries that are still disabled, and the large systems: tracking, puppet, paint, roto, Advanced 3D and GPU rendering.