Hey just wondering if anyone else has had issues with 3Ds Max not using the graphics card to its maximum potential. I never really noticed it before I started using Mudbox to create very high poly meshes. Within Mudbox I can push my computer and get a fine fps when getting above 10 million faces but then when I import the mesh into 3Ds Max it just dies (about 1 frame per 10 seconds).
I have an ATI Radeon HD 4870 X2, a duel GPU with 1GB of RAM. It should be able to handle super high poly meshes fine (which it does within Mudbox). Though when I'm working in 3Ds Max I notice that in Catalyst Control Centre (GPU performance monitor) the graphics card is completely inactive. The view port driver configuration is set to my graphics card so I'm not really sure what to do next. Any ideas?
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Max wasn´t made to handle such dense meshes unfortunately.
Cheers SpeCter that was my first thought. Does Max have problems with single meshes that are incredibly high poly? As it seemed to handle a dozen teapots at maximum quality alright.
Adaptive degradation will turn off map slots and even downgrade materials to their base color. It does this on objects that aren't selected or aren't close to the viewport camera, it will also lighten the load by turning on wireframe then bounding box for objects, if the viewport drops below a speed threshold.
If you have a plane with 200,000,000 rivets and they are all separate objects will preform better than if they're all joined one mesh. Instead keeping them as separate objects will help in a few ways:
You can instance them so what you do to one rivet gets done to all the others.
You can group them so only one group "rivets" shows up in menus
Adaptive degradation still works on groups.
If groups aren't all that great for you, sorting things by layers and setting the objects to inherit their properties from the layer (right click > object properties, turn from object to layer) is a good way to set them globally.
If you joined all those teapots together into one object it would slow down quite a bit because the object that is has a choice to degrade is the priority object that it is trying desperately not to degrade.
When its all one mesh, it has very little it can optimize to lighten the scene, it wouldn't hide sub-objects like elements or polys of an object instead it would work hard to keep them on screen at all cost.
You can also speed up viewports by:
Not having your bitmap display settings cranked, (configure driver preferences),
Operate in one viewport.
If you have multiple views up keep most of them in wireframe mode with default lighting.
Having backface culling turned off will speed things up a bit too.