Hi McNeel
I’m seeing some drastic viewport performance issues when dealing with slightly complex mesh models. The weird thing is, that when the entire model is in view, everything is great/as epxected… as soon as my geometry crosses the viewport border, it grinds to a hold - see the attached video.
Windows 10 (10.0.19045 SR0.0) or greater (Physical RAM: 95GB)
.NET 7.0.0
Computer platform: DESKTOP
Standard graphics configuration.
Primary display and OpenGL: NVIDIA Quadro RTX 4000 (NVidia) Memory: 8GB, Driver date: 10-18-2023 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 537.70
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port 0
- Secondary monitor attached to adapter port 1
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 10-18-2023
Driver Version: 31.0.15.3770
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 8 GB
maybe try it with the blue paint material replaced by a diffuse material, and then with all materials replaced by a diffuse material
in the first test, most of the image is just white, while in the second, we can see it slowing down the more reflections (by screen area) it has to recompute on each frame
Hi @jdhill
Good thinking, but nope - same result. Notice on this video that motion is smooth as soon as the entire car body is in the viewport, only to slow down as it crosses the edge
No difference with the environment - and just tried a simple, clean file with just boxes. Upon further testing, it seems as if it has something to do with the number of objects visible. A 5x5x5 array of boxes chockes if they are separate objects (as both NURBS, Sub-D’s and meshes), whereas the extact same geometry (with extracted render meshes for the NURBS and Sub-D’s, of course) joined as one, disjoint mesh has no problems at all. When I have the time, I’ll check to see if my dual-monitor setup has something any influence. And I should probably update the Nvidia driver as well
-Jakob
Surprising. I wouldn’t have expected that one that new would cause problems. I guess it clearly shows that we need to keep on top of updating drivers whenever there is a new one.
Windows 10 (10.0.19045 SR0.0) or greater (Physical RAM: 95GB)
.NET 7.0.0
Computer platform: DESKTOP
Standard graphics configuration.
Primary display and OpenGL: NVIDIA Quadro RTX 4000 (NVidia) Memory: 8GB, Driver date: 2-7-2024 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 551.52
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0
- Secondary monitor attached to adapter port #1
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 2-7-2024
Driver Version: 31.0.15.5152
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 8 GB
Thanks, Jakob.
Note that this doesn’t necessarily mean that the 10-18-2023 (M-D-Y) drivers were bad. A Microsoft Windows update between at some point can have messed with things.
-wim