Hey guys, i´ve update to vista x64 from xp x64, i didnt have any problems with meshes above 1 million, it was slow ofcourse, but maya didnt crash. Now with Vista, selecting a mesh with 500k tris or above it crashes maya, and I cant do anything with it until i delete the mesh selecting on outliner. Any ideas why this thing happens?
Replies
On my install of XP 64-bit, Maya 2008 (no extensions) crashes when I select a mesh of around 1+ million triangles.
Maybe it's a driver issue?
yeah, who knows, maybe its a driver issue. I will try selecting in wireframe.
Thanks MoP
i have 4gb ram on that machine and intel quad core 2.8 ghz
i also assigned a separate hdd for virtual ram which is more necessary for photoshop but may be it helps maya too.
EDIT: also if you can, please send us the number of your vga and driver.
In my experience, more RAM doesn't actually make Maya any more stable when it comes to viewport issues. I've tried importing the same 2-million triangle model on various machines (Vista, XP, 64-bit, 32-bit, some with 2gb RAM, some with 4gb RAM, some Athlon, some Intel) and in most cases Maya will crash when you try to select the 2-million triangle mesh. It usually imports fine, and you can pan round in the viewport, but as soon as you select it, there's a crash.
If we can find out what graphics card you're using, and the driver version, that would be a lot of help. Maybe we can all have a stable Maya
Out of interest, what sort of viewport speeds do you get with a 4 million triangle model on your machine? I get about 5-10 FPS with a 2 million triangle model on a similar machine (dual core instead though).
In 3dsMax I usually get 50+ FPS on 4 million triangle meshes.
but in maya 7 in the same pc i cant go above 1.5 mil poly so you can see the performance increase.
my spec at home is win xp64, Q6600 @ 3 ghz, 8gb ram, 8800 gtx 768 ram
here is what i have at work
i have a quad 2.66 ghz - 4g ram - nvidia 9800 gtx+ with latest drivers - and i'm getting the crashing issue as well on a mesh that is around 850k tris. don't know the frame rate, i'm not currently at my computer.
had the problem with a smaller mesh but it was fixed by deleting the history.
3.1 mil cube exported from mudbox and doing a simple vertex transform with soft selection on, i will say that its quite laggy to manipulate that 3 mil cube. it took around 20 sec to execute that transformation. but it doesnt crash.
at my home pc i can do roughly twice the amount and only difference is xp64 instead of vista64, 8800gtx 768 instead of 8800gt 512 and 8gb ram instead of 4gb ram.
I have a feeling it could be mainly the video card, since I've only tried on machines with NVidia 7800 GTX cards in, haven't tried on an 8800 or 9800 yet. I will try that out.
The viewport is fine with a 1.5million triangle model composed of many individual parts all with polySmooth applied, but the crashes seem to occur when I have a single, very dense object, imported as an OBJ from ZBrush.
I will see if there's a difference when I make a cube in Maya and subdivide it to 2 million triangles. Maybe that's it too.
btw, keep in mind that polycount both in mudbox and zbrush is in face count and not tri count. which means a 2mil cube in mud or zbrush = 4 mil triangles.
at this point my system got a bit unstable and i had to reboot
i'm on Vista x64, 6 gigs of ram, 8800 gts 640 mb with the 180 beta drivers.
edit: curiously enough if i try to subdivide a cube above 50k or so in maya i get a opengl driver error, but that may be due to the beta drivers
15 x ~3 mil poly cube = ~47 mil
just a cylinder w/ mesh smooth
maya 2008
-upsetting. . . .
one thing i noticed that all brand computers and these ibuypower and alienware etc arent really as fast as their spec suggests while the price is higher. i never trusted their specification.
the best thing is to build your own machine with retail hardware, that way you get the best performance.
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=9683256
These are the recommended specs. Get a Quadro and Maya will fly.
yes
another thing i wanted to mention, i usually setup a separate hard drive(it has to be a separate physical HDD and not just a partition) for windows page file.
its a must for photoshop scratch disk and it also helps with other tools.
It's a double edged sword 'aint it!
a card that cost more than my whole rig - i sure hope it would make maya work!!
no crash - which i wasn't expecting.
12.5 mil tris onscreen . . .i don't get it.
Yep, and a pointless one, given that 3dsmax can push 10 million triangles (zbrush/mudbox raw data or subdivided polys) at 30fps on my 2gb, 2.5ghz, 256mb Geforce 7900.
Seems like you need at least double that in RAM and video card power to even hope to get Maya close to that performance, let alone stopping it crashing. It's really disappointing, given how good some of Maya's features are, that the viewport display and dense mesh handling seems so outdated.
I just hope Autodesk have a roadmap with a rewrite of Maya's viewport somewhere down the line - although it's probably too mammoth a task.
Oh well, I'll still dream of realtime AO and massive polycounts.
I don't really see how that's relevant, the first release of 3D Studio Max was in 1996... it's 12 years old now.
http://www.3dspeedmachine.com/News/compare/compare.htm
XSI smokes Maya and Max when it comes to moving half a million polys.
For example some of the scenes were viewed in bounding box mode in XSI while in wireframe in Max/Maya, of course that's going to be faster. Not a balanced overview at all, and I was deeply suspicious of the results when I first read it.