First let me preface: A) I hope I'm wrong here, but after careful thought I've failed to convince myself that I am, so I am either right or need help from others to spot my flawed logic. B) Even if I'm right the problem may not be judged serious enough to address. I believe that the feature/noverlay branch uses an O(N) algorithm for next-overlay-change and previous-overlay-change. Or, more precisely, O(MIN(N, (buffer-size))), where N is the overlay count. Now, in "normal" cases the real world achieved performance will be fine. If overlays form mostly disjoint intervals, without too many overlapping overlays, without too many overlays that span large portions of the buffer, the algorithm used will find the next/previous change quickly. However, consider the new next_overlay_change: 1 ptrdiff_t 2 next_overlay_change (ptrdiff_t pos) 3 { 4 ptrdiff_t next = ZV; 5 struct interval_node *node; 6 ITREE_FOREACH (node, current_buffer->overlays, pos, next, ASCENDING) 7 { 8 if (node->begin > pos) 9 { 10 /* If we reach this branch, node->begin must be the least upper bound 11 of pos, because the search is limited to [pos,next) . */ 12 eassert (node->begin < next); 13 next = node->begin; 14 ITREE_FOREACH_ABORT (); 15 break; 16 } 17 else if (node->begin < node->end && node->end < next) 18 { 19 next = node->end; 20 ITREE_FOREACH_NARROW (pos, next); 21 } 22 } 23 return next; 24 } Here we traverse overlays in ASCENDING order of BEG positions. The best we can say is that this loop executes in O(K*log(N)) time, where K is the MIN of number of overlays that overlap POS and the number of valid positions in the buffer after POS. It is always going to be possible to construct pathalogical cases where lines 19-20 are taken for as many positions as there are in the buffer after POS, since the tree is not ordered by END. I've attached a patch that can go in to itree.c (which, if I'm right, I think would be good to add, especially if we decide to not improve the data structure). I've quoted the text: ==== FIXME: this data structure is O(N) for important operations -matt ==== The amortized costs of Emacs' previous-overlay-change and next-overlay-change functions are O(N) with this data structure. The root problem is that we only have an order for the BEG field, but not the END. The previous/next overlay change operations need to find the nearest point where there is *either* an interval BEG or END point, but there is no efficient way to narrow the search space over END postions. Consider the case where next-overlay-change is called at POS, all interval BEG positions are less than pos POS and all interval END posistions are after. These END positions have no order, and so *every* interval must be examined. This is at least O(N). The previous-overlay-change case is similar. The root issue is that the iterative "narrowing" approach is not guaranteed to reduce the search space in logarithmic time, since END is not ordered in the tree. One might argue that the LIMIT value will do this narrowing, but this narrowing is O(K*log(N)) where K is the size of the result set. If we are interested in finding the node in a range with the smallest END, we might have to examine all K nodes in that range. In the case of the *-overlay-channge functions, K may well be equal to N. Ideally, a tree based data structure for overlays would have O(log(N)) performance for previous-overlay-change and next-overlay-change, as these are called in performance sensitive situations such as redisplay. The only way I can think of achieving this is by keeping one ordering by BEG and a separate ordering by END, and then performing logic quite similar to the current Emacs overlays-before and overlays-after lists.