well with the geometry hidden is really weird then...
just another dumb guess... but is there any weird tangent map/user normal
stuff that came with the conversion from maya? if you isolate one object and
play and it still slow, then perhaps it's a problem on your scene/objects.
On 10/03/2008, Kai Wolter <kaiwolter(at)mac.com> wrote:
I already checked all this :-)
Tested the scene on two differenct machines - one with a FX1500 and one
with a Geforce 6800 - same result.
Of course multiple viewports result in a performance hit - so both XSI and
Maya were displaying only one viewport *full-screen* on the primary monitor
for these tests.
Maybe Maya implements some sort of view frustrum culling that heavily
masks the scene graph processing to optimize viewport performance - but this
is just an educated guess from what I am observing.
Actually, the fact that I still have the speed issue when all the geometry
is hidden or not displayed makes me wonder.
Kai
Am 10.03.2008 um 21:38 schrieb Thiago Costa:
Same here... XSI slow down with lots of objects.
Maya is different, it can't handle a single object with a lot of polygons
but it goes well with a ton of objects. ( Right now 3dsmax can do it better
then Maya + XSI + Houdini togheter :P )
Dumb question... How many displays you have on your computer? how's your
XSI layout?
I found that:
- my nVidia card was set to optimize both displays, and this setting by
itself will slow down your fps.
- if you have two views playing OGL at the same time in two displays, this
is a major cause of slowdowns too.
2 views casting OGL can be an Animation Editor or a Dope Sheet and a
viewport at the same time. So to have the best performance collapse all
panels before playback.
- A single view will give you the fastest fps that XSI can do. I mean...
mute the other viewports or just maximize one.
- If you have an external monitor output, it can make your entire desktop
slow down too... so turn it off.
whats your videocard anyway?
On 10/03/2008, Kai Wolter <kaiwolter(at)mac.com> wrote:
Hi Frank,
I already did this - actually this was the first I did, but since
already selecting the geometry was a quite slow (at that time) I
decided to import each geometry as an object - same result.
Btw. I am using XSI 6.5 and Maya 8.5 so this is not even related to
threading.
The interesting thing is it is even slow (12 fps) when all the
geometry is hidden. A clean scene with just the animated camera yields
75 fps.
Of course I can remove a lot of geometry to make the scene lighter -
but it is still an issue...
Kai
Am 10.03.2008 um 20:28 schrieb Frank Lenhard:
i found that thousands of objects, no matter what they are or how
complicated they are, slow down xsi a lot.
try merging all these objects into a couple single ones and
playback....
just a try...
ciao
franky
Monday, March 10, 2008, 7:43:27 PM, you wrote:
KW> Hi,
KW> I have exported a heavy set from Maya to XSI (approx 360.000
triangles / 2600 objects).
KW> All objects are static, there is just an animated camera in the
KW> scene which frames approx. 10% of the geometry in the scene.
KW> When I play back the scene in Maya with that camera I have approx
KW> 40 fps - in XSI I have 12 fps. Just to make it clear, there are no
KW> events, no operators, no materials, no cluster data and the frame
KW> rate just changes marginally when I switch between shaded, wire,
BB or even hide the objects (!).
KW> However when I frame all objects in Maya I end up having approx.
KW> the same frame rate - so my first guess would be the frustrum
KW> culling in Maya is more efficient....
KW> Hopefully I am just missing something...
KW> Any Ideas are much appreciated.
KW> Kai
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