Cita:
Sera cierto, igual es que supero el límite de velocidad permitida cuando orbito alrededor de un objeto en el visor, porque últimamente ésa suele ser la causa del cuelgue.
Iker, si se te cuelga simplemente por que mueves el visor, y da igual la velocidad, tu problema es de hardware, que siempre le damos la culpa al software, y el hardware influye muchísimo.
Cita:
Pues mira he seguido informándome, y al parecer me voy a equivocar.
Según Borislav Petrov (bobo), en un mensaje de cgtalk dice lo siguiente paso de traducir que es un marrón, pero me quedo con algunas perlitas como.
Max será hasta 10 veces más rápido que max 9, y que la navegación en viewport es hasta dos veces más rápida que en XSI.
Habrá que verlo.
max 2008 accelerations have nothing todo do with hardware - They are based purely on Core code optimization. I have a production scene where a specific operación (material assignment) has ben speed up 1600 times compared todo max 9.
in general, the speed optimizations are related todo dealing with huge amounts of objects - As you probably know, max 1 todo 9 would Slow todo a crawl Even if you would create 10k helpers or instanced boxes because of the bien the scene object tree was handled. The speed ups include selecting objects (pressing Control + a with 10k objects now takes less than a second - Try that in max 9), navigating a scene with thousands of objects (performance is generally better, but can be a los supported by the competely rewritten adaptive degradation system that can give you a desired frame rate by view-dependent degrading and culling), transforming thousands of objects, assigning materiales todo thousands of objects (again, 39 seconds for 10k objects in max 9, less than a second in max 200, linking/unlinking large amounts of objects and so on. The general speed up is said todo be around 10 times but i fel this is a bit conservative (ymv), y know people who benchmarked the viewports of max, Autodesk Maya and XSI and max 2008 is currently about twice as fast as XSI for pure viewport navigation.
there are a los some drawing optimizations going on - Static objects with idéntical material are now grouped internally into a single draw todo avoid DX material state changes. Thus, navigating a scene where all objects have the same material assigned can turn out todo be faster than navigating a scene where objects display a wireframe color..
Me conformo con que sea la mitad de cierto.