Would it be possible for the KSW WSM to skip processing when the current frame is the same as the base frame? Nothing happens, other than it being slow.
- Chad
Would it be possible for the KSW WSM to skip processing when the current frame is the same as the base frame? Nothing happens, other than it being slow.
Uh ohs… It’s worse than that.
Just having the KSW WSM active on any frame brings max to a screeching halt.
3ds max 2009 x64 sp1 D3D
1.5.1.37369
I have a PRT loader with 200 points active (viewed)
I have a KSW WSM on it (no other modifiers). Radius = 9
The mesh the PRT is skinned to has 2500 faces, and has several modifiers on it.
Ok, so what happens is, if the KSW WSM is enabled, it takes a few seconds to update the particles, which is fine. But panning/orbiting/zooming the viewport slows to 1 fps. When you disable the KSW WSM, panning/orbiting/zooming jumps to 120 fps.
Strange?
We are aware of some issues with the performance of the KSW in the viewport. Its related to to validity intervals, and the hacky way that Krakatoa subverts the modifier pipeline for its own dark uses. The solution may involve making a separate KSW implementation specifically for particles, but I haven’t gone to that just yet.
I created a PRT Loader with 733 particles visible in the view skinned to 3500 faces (sphere 64 segs).
The update to a new frame takes about 2 seconds, but then pan, zoom and orbit are as fast as without KCW - about 55 fps.
There might be a combination of factors playing a role here.