youtu.be/-l0fZQaDEew
video made from the scene above (Max2018 / tP 6.7.135, but same happen with Max2017 and tP 6.6 (official release)).
00:00 => 01:26 : Open scene, increase particle count (*5) and frame count to 500, to make isssue more obvious, then perform cache.
01:26 => 02:02 : directly after caching tP MasterDyn, jump to frame 500, tP jump directly to Frame 500 on cache load, and frost do the job ->That’s what is expected (done 2 times).Save scene and refresh max
02:03 => 04:28 : Reload scene with cache already applied , then jump to last frame and… tP evaluated each substep, even the cache was set on MasterDyn (top left ‘totals’ in tP interface), due to this, it take much much more time (done 2 times)
04:28 => 04:45 I just reload the cache (stop then play, to refresh the cache load on a fresh state), jump to F500 , instant tP update, like expected (done 2 times, just watching the clocks of video we can see there is something weird on previous one)
04:45 => 05:51 : disconect tP from Frost source, save scene, fresh reload of the scene, jump to F500, instant tP update , like expected (done 3 time, with 2 fresh reload of the scene), to show the normal behaviour of cache on Masterdynamic.
05:51 => 06:01 Reconect tP to Frost source, jump to F500, instant tP update.
06:02 => 07:29: save scene with tP as frost source, fresh reload the scene, with tP as frost source, and cache already set on Masterdyn. Jump timeline to F500 (done 1 times)
tP , again, with frost, revaluate MasterDyn on each substep and take much more time due to this.
CPU I9 7940X @ 3,84Ghz (14c/28th)