i am doing a rbd sim,
i encountered a problem i never saw before
evreything show normally in the dop net, but when i preview with the imported dop, suddenly the sim disapear at a random frame, even thu when i dive in the dopnet it is still working/visible
I also have terrible framerate when viewing in wireframe mode in the dop net,
2 fps with titan….
never had that before also, i am using metaball/force in the dopnet
DOPIMPORT suddenly disapear
2733 10 0- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- malexander
- Staff
- 5161 posts
- Joined: July 2005
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- malexander
- Staff
- 5161 posts
- Joined: July 2005
- Offline
Very strange. I profiled the file and the majority of the time is spent in the Nvidia driver itself. I turned off Scene AA and it picked up a bit of performance (still a far ways from Shaded's performance), but when I toggled on Smooth Lines performance quickly died, locking the system for short intervals. I'll debug further to see if there is anything we're doing that is greatly displeasing Nvidia's GL driver. If that fails, I'll try out a few other driver versions (not that it will help you much, since there are few driver versions for the Titan as it is so new).
Thanks for reporting it.
Thanks for reporting it.
- sami.tawil
- Member
- 172 posts
- Joined: March 2012
- Offline
- malexander
- Staff
- 5161 posts
- Joined: July 2005
- Offline
At frame 16, the dopimport SOP is reporting a very large bounding box, which keeps on increasing (into the millions of units). This is probably due to a piece flying off at high velocity.
This appears to cause havoc with the viewport frustum culling algorithm. I will disable frustum culling on primitives whose bounding box exceeds a certain size to avoid numerical precision errors, and that should solve the problem.
This appears to cause havoc with the viewport frustum culling algorithm. I will disable frustum culling on primitives whose bounding box exceeds a certain size to avoid numerical precision errors, and that should solve the problem.
- malexander
- Staff
- 5161 posts
- Joined: July 2005
- Offline
-
- Quick Links