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View Full Version : VIDEO: Mudbox2k9 SP2: Multi Mesh FPS and response test


Wayne
04-14-2009, 07:27 PM
VIDEO: Mudbox2k9SP2 Multi Mesh FPS and response test (http://www.mudboxhub.com/videos/fpstestmulti.rar)

(Use latest winrar to decompress the video)



Here's a quick video I've knocked out to show what sort of performance you can expect (or should be getting) in Mudbox with multiple objects. Mainly as I've noticed a few users that dont seem to know what to expect performance wise i regards to multiple objects, so as such have no idea if they have a problem or not. Hopefully this clarifies things for everyone.

The frame rate stays high and sculpting responsive all the way through over 3 separate meshes . Its actually worth baring in mind that this machine I'm running on is on its knees right now and hasn't been defragged for 6 months, is chock loaded full of files all over the damn place and hasn't been given a once over for near a year. So basically this is not an uber performance machine, but rather an overworked workhorse in need of some much needed TLC lol.

So what I'm saying is this is the MINIMUM performance you should be getting. The idea behind this video is to show what you should be getting (so that if you're not you know there's a problem somewhere...)
Enjoy. ;)

Wayne...

steelsky
04-15-2009, 12:09 AM
Hmm... interesting test that wayne... have just recreated your example to compare.. my system is similar to yours but not identical.

Q6600
8gig Ram
9800GT (512mb ram)
Vista64

keeping camera at a simlar distance as you did to get close to 200fps... mine is between 90-100fps... when I zoom in it goes lower.. usually into the 20s... when sculpting it can drop even further as low as 11. Do you think this is about right or might i be missing something?... Ive done the preprocession thingy to 1 but cant say ive noticed much difference

Im quite happy with this so far... but just curious if it sounds ball park :)

BTW mate... sounded like you were on a treadmill while doing that vid... obviously excited to be producing vids again hehe ;)

Wayne
04-15-2009, 10:38 AM
Nah I just have the flue and my asthma is pretty bad at the moment..... sounds about right as the closer you get to a model the more memory is used as a general rule.

Wayne...

steelsky
04-15-2009, 01:50 PM
Ta for the feedback...

God that flu is keepin a hold on ya... keep up the vitamins hehe

musashidan
04-15-2009, 01:54 PM
Nice,quick,concise and to the point broadside fussilade to all the naysayers. ;)

i've been working on a pretty detailed polymodeled character in Max consisting of close to 40 seperate parts.(got a bit sidetracked by weekly challenge 4) However,i had brought the whole lot into Mud and piece by piece,detailed the parts as i stepped up levels.so far,things are going pretty nicely.I wanted to test Mud to see how it handled so many seperate meshes.As you can see,many pieces on the left side are untouched in Mud yet,but performance has been solid.And detailing on the rest is a good bit off being finished.

Plus the fact that i'm only on 4 gigs of ram and an 8500GT.

http://i644.photobucket.com/albums/uu167/musashidan/felixtest.jpg

Wayne
04-15-2009, 04:02 PM
I'd say to hide stuff or leave at low subd levels when your not sculptig them. That helps a massive ammount. To be frank a lot of issues are due to people wanting every damn polygon visible at high res all the time.

Wayne...

musashidan
04-15-2009, 05:01 PM
I'd say to hide stuff or leave at low subd levels when your not sculptig them. That helps a massive ammount. To be frank a lot of issues are due to people wanting every damn polygon visible at high res all the time.

Wayne...


I hear you mate.If i'm detailing the gauntlet,then i'll want the sword visible.If i'm detailing the sleeve,then i'll want the chainmail and gauntlet visible.That's the way i've been working it.But then if i want to preview the detail work on the entire model or tweak as a whole i'll unhide everything and work as i need to.
The fact is:it's nice to have the option of being able to have so many meshes/polys in the viewport and still achieve efficient performance,but it is quite ridiculous to want to display everything at high level detail all the time just because you think you can.

Bottom line for me:i'm happy as a pig in S**t with Mud's performance. ;D