I'm working on a big scene in 3ds max. now the scene is getting too heavy and it's really hard to navigate into the scene. so I have to hide some parts of scene to work on other parts or work in wireframe view.
I can not use proxy for models because I have to export whole scene directly to game engine and there should not be additional modifiers on models.
but so far I got these:
- if all models were attached to each other, it will be much faster (useless tip in my case!)
- standard materials will improve performance. but I have to use realtime viewport shaders. (another useless tip in my case!)
- decreasing texture quality will improve viewport performance. (useless in my case because I use directx viewport shader)
now I appreciate any other tips to improve viewport performance
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Replies
Organise your scene is layers.
Also, use Isolation mode... select the object your working with at that moment, "Alt+q"
@fletch and Jet_Pilot: my scene is currently layered and there is not much complex object to display them as box. even when I hide about 20k-30k tris, I get only 6-7 more FPS. also F3 works faster and easier than solid color but they are not the solution. isolate mode was currently using but I didn't know about alt+q! thanks for that!
I allways ask myself when I want to do just modeling or texturing why should I load up a whole max with full features.. perhaps disabling some parts of max may give us more performance or even faster loading up.. when we need other aspects, we should be able to enable them.. any such experiences?
Create proxy textures.
Sounds like its a shader issue on the viewport that amount of poly's should be fine.
Give us more info.
Also do you have the viewport texture settings cranked? Match Bitmap Size As Closely As Possible will go a long way in killing performance.
Do you have backface culling turned on, that can slow things down as well.
what else do you need to know?
I use max 2011 x64, outliner, textools primitive maker, pixel pack, and some other scripts or plugins.
scene is about 80k tris/ almost 300 separate objects/30-40 different materials(multi sub/object)
is there something like view distance in max viewport to hide objects in more than specific distance? + my previous question!
Edit: @vig: all objects are separate, but in my experience attaching whole scene into one editable model will increase viewport fps (maybe I must check it again)
bitmap size is checked, but how can I disable backface culling?
"is there something like view distance in max viewport to hide objects in more than specific distance? + my previous question!"
No automatic mode that i know of.
But you should really use simple materials for preview...i think that is were the problem is coming from. What exactly are you trying to do? Maybe a screenshot will help.
I'm trying to do only models/textures/materials to make a whole scene in max ad export it directly to game engine. unfortunately I'm not at office right know so I don't have access to max and my files.
Things like the layer manager and other stuff will chug along but that's nothing new, its a pile of crap. I'm glad you're using outliner, its awesome, but can cause some slowness.
With all authoring tools a certain level of optimization and preparation is required when working with large scenes.
You may have to work on that, separate your scene in to different layers or Xref files that you can work individually. Dont try to use Max as the UDK or Crysis editor as an example, its a great tool but does have some limitations.
I can tell you from experience that with a correct organization process combining Layers/Xrefs and different display modes you can go higher then 300k poly's.
Mark Dygert* Gives out some good pointer about degradation.
What game engine is this exactly? Custom?
To conclude it seem very likely that its a shader related issue. Work on that I am sure it will work great.
What shader are you using? How many lights etc.
Using DX shaders in large scenes especially with multi sub materials will always be very slow and even crash randomly. Any one who has worked on something like this will tell you that. You will have to find a workaround.