First, I'm looking to understand why each card type is better for its intended purpose (gaming/cad.)
Based on equal cost value, to what degree is each card type better for its intended purpose?
I do some of both (gaming/cad) and have a powerful home system using GeForce. Now, I'll be buying a(far less powerful yet equally expensive:poly131:) laptop and I'm looking to be swayed in either direction for choice on card type.
Magic guru powers and/or links are appreciated.
Replies
Zbrush is reliant a lot more on CPU/memory than GPU, while Mudbox/Silo etc. make heavy use of the graphics card. Just something else to bear in mind.
Never understood it and would never waste the money on one until someone pointed out a difference/advantage that I could see for myself.
one speed advantage it has is with wireframes, on a consumer card you can notice quite the performance drop when switching from shaded to wire on any half-complex model.
machines at work - custom-built with gamer cards and running very similar stuff, can be a bit flakey. there are some very reliable ways to crash the application that the quadro-equipped box seems immune to.
another reason to go for quadro might be apps that just don't work well with nvidia gamer cards, maya i think is a regular offender, refresh issues and the like, but no idea if this is still true. there are some other apps outside the CG realm as well.
but yeah, it's not magically faster, in some cases slower in fact - and if you want to play games on the computer, better choose something else.
I've never had any problems with a "gamer" card with 3dsmax, although as thomasp says, turning wireframes on for a whole complex scene can slow it down quite a lot.
I've had a ton of Maya viewport issues on a 7800GTX, Autodesk recommend using one of the "workstation" cards with Maya, and I can see why.
If I load the same character file at home 3.4ghz, 2gb ram, SLI-Geforce 7600gt x2, then I can get 1.5fps - 24fps depending on what else is running in the background. I can also bottom out the fps if I load a heavy scene. But I can view shaders in the viewport where as I can't really do that with the quadro, which is fine for work, no shaders required there.
We animate at 15fps and I pretty much get that at home. But being stuck at 5fps no matter what is pretty crappy. It makes previewing animation a bitch, "render/preview, wait for a shitty looking preview, view it, go back to make changes" instead of "click play, make changes"
At work we are going to test out a 8600gtx and see how it stacks up. I have a feeling we'll be switching over. The work we do just isn't getting close to the limits of the Geforce line.
As soon as I skin something vaguely complex in Max then it slows right down though... not sure why that is.
It's running morph targets, skin morphs, flex modifiers, cloth sims* and biped animation often a few layers deep. If I'm just viewing the model and working on it in the viewport then my numbers are more close to yours but it doesn't matter because for me its all about the play back speed since I switched gears to animation.
* just playing back the sim, not actually running it.
I've even had the perspective viewport sometimes appear in the timeline, or the UV Texture Editor window once or twice... very weird.
The "threaded optimization" fix worked for me on one machine, but then another one with nearly identical hardware, it only improved it - usually it was 5 minutes before going dodgy, now it's about 30 or so.
Could be driver versions doing different things too, I will have to research this to find if there is a consistent way of fixing it...