Hi Greg,
this was actually this first thing I did - but there is no noticeable difference.
In fact I believe you just gain performance when you merge geometry objects which are being deformed - for instance by an envelope.
So XSI ends up needing to process the *overhead* for one envelope op and not for 1600 of them.
But I might be totally wrong as far as the transformation part is concerned - however as stated at the beginning - there is no performance gain for that sphere setup, which can be downloaded here: http://www.kaipirinha.com/ext/Models.rar (camera1 is the animated one).
Cheers,
Kai
This might result in a performance gain when you have a lot of operators (envelopes, etc.) sitting on each geometry - so in the end there will be just one envelope op doing it's work and not 1600.
Am 11/03/08 um 01:06 schrieb "Greg Punchatz" <greg(at)janimation.com>:
>Merge those same spheres into one model and it will scream......XSI
>sucks at handling lots of objects. But it screams at large poly counts
>on a few objects.
>
>
>*Greg Punchatz
>* Janimation Sr. Creative Director
>
>
>Kai Wolter wrote:
>> Well this was just a plain import using crosswalk.
>> I rebuilt a model that simulates the complexity using 1600 spheres (400 polys each) and
>> a moving camera in Maya and exported it to XSI using Crosswalk. I removed all crosswalk props
>> and clusters and applied a lambert shader.
>> With this model I measure the same difference in speed (using shaded mode):
>> 30-40 fps in Maya and 9-11 in XSI. When you use the HUD to display the poly count you see that it
>> actually updates based on the camera's frustum - imho this really indicates some kind of viewport optimization.
>>
>> Anyway, back in the XSI world, this setup plays back very fast when I switch to BB, hide or uncheck the 3D Geometry.
>> Of course, this is the expected behaviour - but it is not the case in my "real" scene,
>> so I guess I have to have a look at all the scene items again - tomorrow.
>>
>> Kai
>>
>>
>> Am 10/03/08 um 23:34 schrieb "Stefan Andersson" <sanders3d(at)gmail.com>:
>>
>>> how many model nulls do you have in your scene?
>>>
>>> /stefan
>>>
>>>
>>> On 3/10/08, Thiago Costa <thiagocosta3d(at)gmail.com> wrote:
>>>
>>>> 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
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> KW> ---
>>>>>>> KW> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following
>>>>>>> text in body:
>>>>>>> KW> unsubscribe xsi
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> ---
>>>>>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
>>>>>>> body:
>>>>>>> unsubscribe xsi
>>>>>>>
>>>>>> ---
>>>>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
>>>>>>
>>>> body:
>>>>
>>>>>> unsubscribe xsi
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>> --
>>> __________________________________________
>>> Pixel Abuser (at) http://www.swiss.se/
>>> Blog (at) http://sanders3d.blogspot.com/
>>> Web (at) http://sanders3d.googlepages.com/
>>> work e.mail: stefan [at] swiss.se
>>> ---
>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>>> unsubscribe xsi
>>>
>>>
>>>
>> ---
>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>> unsubscribe xsi
>>
>>
>
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi