I uploaded the maya scene too (Maya 8.5 sp1)
http://sanders3d.googlepages.com/fpsTest_Maya.rar
regards
stefan andersson
On 3/11/08, Stefan Andersson <sanders3d(at)gmail.com> wrote:
> here is another scene you can try (export it to maya and see what FPS
> you are getting).
> http://sanders3d.googlepages.com/FPS_test.rar
>
> It's 200 frames long.
>
> XSI:
> In a single window I get 40+ fps in the beginning, and about 11fps in the end.
>
> Maya:
> In a single window I get 130 fps in the beginning, and about 29fps in the end.
>
> Mac Pro / ATI x1900 / WinXP 32bit
>
> It's been talked about before, XSI really needs some boost in the viewport area.
>
> regards
>
> stefan andersson
>
>
>
> On 3/11/08, Kai Wolter <kaiwolter(at)mac.com> wrote:
> > 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> ---
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