is my computer too slow? (test my file).

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hello,

i have a workstation:
12 cores xeon 3.07ghz (hyperthreading disbaled)
48 GB ram
GTX 580 3GB

When i cache a small animation(not dynamic) i did, even thu it isn't huge it doesn't play real time, kind of slower.There is barely 70,000 polygons to cache on 75 frames

Here is the file for you to test.
If you could post your result on how long it took to cache and if it plays real time after beeing cache would be nice.
With your machine specs

Thanks in advance

Attachments:
cracking ground.hipnc (218.7 KB)

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You should be using the performance monitor in Houdini to find out where your bottle necks are and also writing everything to disk .

A wise FX TD once told me …..

After POP's > To disk
After SDF calculation > To disk
Delete all unwanted attributes

Rob
Edited by - 2013年1月7日 22:27:10
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yes usually i write everything to disk,
i was mainly wondering if my pc has a problem, cause this file isnt that big.
yet react slower than bigger project

But thanks for the info i ll check that
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I had a quick go,
Seemed a bit slow, cached 50 frames in 1m35s then playback was about 6fps (just a rough guess)
This is on 32 cores (HT enabled) Xeon E5-2650 at 2Ghz, 32Gb ram, Quadro 4000 with 2Gb RAM
Showreel 2013 [vimeo.com]
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thanks for testing the file…
so my system in houdini isn't well made i guess.
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Cached 75 frames in ~70 sec.
Cached playback ~11 fps.

3930k@4.2/32gb/580gtx
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Cached 75 frames in 97 seconds.
i7 980x @ 3.3GHz (6 core (12 threads))
Corsair 16GB RAM
GTX 650Ti

Playback FPS, no idea.
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circusmonkey
Delete all unwanted attributes
Rob

I understand that cleaning them up for export purposes is good form - but do the attributes really slow things down or just consume more ram?
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Optimizing and being efficient with attributes helps across the board.

Rob
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It can make a huge difference. I used the cloth capture / deform a few times, and my god it makes a ton of attribute data for the weights – I couldn't scrub at all. Deleted all the attributes, and it was realtime.
Ian Farnsworth
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Solitude, even in H12? Or was this pre-H12 days?
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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It was and early version of 12 because we hadn't recompiled a plugin that would do something similar yet. I remember it being the case of having to increase my search distance to some really high number to get all of my points captrued, which in turn created a lot of extra useless data that ideally I wouldn't have needed in the first place. I didn't check the file above, but I definetly had A LOT of attributes in there, and it was slow even after cached to disk. I ended up using it, but changed my method for subsequent shots.

Just now I'm testing it on a grid, i'm able to get it up to clothcapture pretty quickly by increasing the radius. It's an exaggerated case, but it was very slow for me in that file I was working with (production scene with higher res geometry). Normally I don't have much of an issue with attributes themselves slowing me down, it's usually point count or voxel count, so I can't say that's his issue, just that working with a lot of unecessary attrib data can cause a slow down.
Ian Farnsworth
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it's really just a matter of optimisation, your scene is really simple indeed
so after a few optimisations you can get better results

Caching 75 frames in ~1s

here is the optimised file
no Copy SOP, no stamping, no expressions

here is another example of similar setup (little simplified since there wasn't need for recomputing piece ids)
http://forums.odforce.net/index.php?/topic/16834-pops-glass-shatter-effect/page__st__12#entry102788 [forums.odforce.net]

Attachments:
ground_cracking_optimised.hipnc (246.5 KB)

Tomas Slancik
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Method Studios, NY
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tamte
thanks a lot for the file, i will try it tonight.
Unfortunately it will take time for me to decipher what u did as i didn't really start digging into vopsop (i use it for very basic stuff)

i will come back to say what was the speed on my computer

thanks again
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don't worry, this is one of the simplest vop sops, it's more about understanding transforms
Tomas Slancik
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Method Studios, NY
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So i tried your file, it is faster,
yet even with the cache node, it doesnt play real time…i am thinking my workstation isnt built well or something in the preference of houdini or the hconfig

yet your technic to replace the copy stamp is very helpfull

thanks
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