I am just trying out to switch to Windows Vista x64 - so even with 3dsmax-32bit you have 1GB more for renderings … not to speak about using max-64bit …
Everything works as fine as crazy Vista can be to me … … but I have a serious problem with Vray-Proxies:
When I create a Vray-Proxy from a High-Poly-Object (like an onyxtree), the frames per second drop from 500 fps to 50 fps … when you then copy i.e. 100 of this trees (as instances), the fps drops “linear” to under 0,5 fps. This is an extra decrease to the already reduced viewport fps under vista from ~15%.
Since this really slows 3dsmax down so far that any kind of workflow is killed - this really hinders me to switch finally to vista.
Is there anybody who has an idea how to solve this problem?
Thanks for any help,
chris.ko
My hard-/software:
ASUS P5W64 WS prof - intel Q6600 - 8GB-RAM - Nvidia 8800 GTX (forceware 175.16)
Windows XP SP3 & Windows Vista Business x64 - 3ds-max 9 SP2 - vray 1.5 SP2 (WIBU-keyed)
I already know and tried this … and it works (as point or cube) - but with this I don´t see the reduced mesh and don´t have a grip of the look-like of the scene!
… and if you work with many, many proxies and you switch them from “bounding box/point” to “preview from file” (as the reduced mesh) once, the scene crashes!
Any more help out there.
Chris.Ko
P.S.: All this happens only under Windows Vista (in my case x64) … with windows XP SP2 everything works fine
it took me some time to install max-2008 … now the test results:
- single tube (80´ polys): 340 fps as max-objects → 50 fps as vrmesh
- 10 tubes (800´ polys): 270 fps as max-objects → 9.5 fps as vrmesh
- 20 tubes (1600´ polys): 100 fps as max-objects → 3 fps as vrmesh
I use direct3D 9.0 - so it take some seconds to load the mesh into the grafik-ram - but then its smooth … with max-objects … … (direct3D 10.0 still is buggy …)
Thanks for any help,
I haven’t been able to reproduce this so far, but we have only a very small number of Vista machines to test on. I suppose as Microsoft stops selling XP now we will get more chances to try and reproduce this.
Ack! Vlado, can you confirm that there’s a difference in new vs. old proxies that would cause this? We have hundreds of proxies that would take forever to track down the original meshes and re-proxy. Is there anyway to write a tool that would ‘fix’ the old proxy files directly without having to re-proxy?