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Horrible FPS in viewport with a model that has only 2 million polys


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I have a model I am working on that is of an airport. It is only 2 million polys or so and my viewport performance is just horrible.

 

Any suggestions on speeding the FPS up?

 

Using a Quadro 600

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I have a model I am working on that is of an airport. It is only 2 million polys or so and my viewport performance is just horrible.

 

Any suggestions on speeding the FPS up?

 

Using a Quadro 600

 

Hi Desmond, difficult to know why is so slow but you can benchmark your card against other cards to see if there is a problem. There is another topic on this forum with a benchmark file and result table. Have a look on the link below and please share your score with the community. Thanks.

 

http://forums.cgarchitect.com/73746-graphics-card-benchmark.html

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This happens to me from time to time - what i tend to do is ensure i have my scene broken into layers. Layer by layer i freeze them until i find which layer is causing the slow down. From there i go into that layer and then dig deeper to find the specific target. Otherwise if that layer contains too many models and you do not need to edit it further, then simply leave it frozen or better yet, right click and go to object properties and select 'display as box'.

This almost always speeds things up for me and in back up to 80-150 fps.

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This happens to me from time to time - what i tend to do is ensure i have my scene broken into layers. Layer by layer i freeze them until i find which layer is causing the slow down. From there i go into that layer and then dig deeper to find the specific target. Otherwise if that layer contains too many models and you do not need to edit it further, then simply leave it frozen or better yet, right click and go to object properties and select 'display as box'.

This almost always speeds things up for me and in back up to 80-150 fps.

 

Great thanks I will have to try this out

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Also as mentioned in this forum other times, 3dsMax have better performance with less object with High polygon count than too many object.

If you can try to collapse mesh as much as you can, For instance, if you have a handrail with hundred of separate railings just collapse them app in to one big mesh.

Turn off textures that are no need it to be visible in the viewport, and uncheck degradation on the viewport, in the latest version of Max is a little icon seamy transparent cube at the bottom. Use of XREF objects or scene.

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Why un-check the degradation ? In Max2013, degradation worked imho shady while also caused numerous problems (from Frame buffer flickering to scene freezes) but in Max2014, degradation can be blessing in high-poly scenes. It turns on and fades off very quickly. Max2014 might finally be joy for high-poly sceners like me :- )

 

I fully agree with collapsing everything possible. I always make copy of my modifiable creation, hide the original, collapse the copy and keep that one in viewport and rendering.

 

XREF is nightmare that I never fully figured out. Don't see many people go for it unless it's extreme exterior scenario (beloved bird-eye views..)

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agree with everything said:

 

yes xrefs are shite - its like its still 1985

 

3dmax is so so rubbish with loads of objects. architects often insist on having loads of objects if they use max and group things (groups are super slow) then they wonder why they cannot move even with amazing hardware.

 

get the attach selected script and smash things together that have the same material. then you might have about 20 or so objects in your scene. also makes it easy to do object IDs. also collapse your modifier stacks (you don't need them...) get ZORB to do this.

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what script is that exactly - 'the attach selected' script?

 

agree with everything said:

 

yes xrefs are shite - its like its still 1985

 

3dmax is so so rubbish with loads of objects. architects often insist on having loads of objects if they use max and group things (groups are super slow) then they wonder why they cannot move even with amazing hardware.

 

get the attach selected script and smash things together that have the same material. then you might have about 20 or so objects in your scene. also makes it easy to do object IDs. also collapse your modifier stacks (you don't need them...) get ZORB to do this.

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