I second that. :(
On my laptop, if I open a renderview AND a hypershade, I'm pretty much
asking for Maya to close down on me within the next 8 or so minutes.
Funnily enough, if they're used as incrusted, non-floating "panels",
this almost never happens.
It fills me with fear to be able to see Maya "draw" the dialogs on
screen. In XSI, it just pops and it's loaded and ready; with the minor
exception of the material manager, whose shaderballs slow it down for
a bit.
-- Alan
On Wed, Mar 12, 2008 at 1:08 AM, Stefan Andersson <sanders3d(at)gmail.com> wrote:
> I agree in terms of glitches. I was just comparing my scene. Genrally
> I think that XSI feels more stable than Maya's UI... Maya feels like
> it's woobly like an icecube in water.
>
> regards
> stefan andersson
>
>
>
> On 3/12/08, Tim Leydecker <baueroink(at)gmx.de> wrote:
> > > I have one monitor 24inch, 1920x1200, should be getting better results
> > > with a smaller resolution. Though.. Maya kicks XSI butt anyhow :) <--
> > > in terms of viewport speed... only..
> >
> >
> > I don´t get this, in Maya 8-2008 and XSI 6.5 on a machine with a 7900GT
> > I allways get better performance in XSI, with an identical scene.
> >
> > I must fail to provide nVidia driver specs, since I don´t have the
> > machine here at home but can say that I a also have a more reliable
> > performance in XSI, in terms of viewport glitches with nVidia drivers,
> > compared to Maya reacting a lot less stable, depending on the driver.
> >
> > Cheers
> >
> >
> > tim
> >
> >
> >
> > Stefan Andersson wrote:
> > > I have one monitor 24inch, 1920x1200, should be getting better results
> > > with a smaller resolution. Though.. Maya kicks XSI butt anyhow :) <--
> > > in terms of viewport speed... only..
> > >
> > > /s
> > >
> > >
> > >
> > > On 3/12/08, Mikko Ronkainen <noratio(at)kolumbus.fi> wrote:
> > >> Stefan,
> > >> 200frames Using maximized camera in model: FPS_test Default Layout (soloed
> > >> but irrelevant), shaded (wire on shaded), TwinView(irrelevant) left
> > >> monitor 1280x1024 maximized, nvidia 1.0.8762 VSync off. start~47fps
> > >> end~61fps. Linux fc3 KDE quadro fx 1500 Defaults. Doesn't peak up either
> > >> cores, so it is what I get with the setup.
> > >>
> > >> Cheers,
> > >> Mikko
> > >>
> > >> On Tue, 11 Mar 2008 03:59:37 +0200, 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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