coilbook wrote:senorpablo wrote:paride4331 wrote:Hi senorpablo,
I think fps is not so precise and seems discontinuous. As you can see, Octane does not use GPUs after rendering.
Did you use "Quick update mode" in OctaneRender Viewport?
In my tests, even when rendering is complete, the performance is severely degraded compared with no open Octane Viewport. I expect you will get the same results. Perhaps my assumption that this is due to GPU utilization is incorrect. Maybe the Octane plugin is slowing Max down on the CPU when the viewport is open? There is also no good reason for the material editor to be so slow. It takes one second for the UI to refresh clicking from one shader to the next, with no parameters changing. It doesn't matter if an Octane viewport is open or not. What is Octane doing in this case that makes it so slow? It takes me back to 1995.
As for the Max fps counter not being accurate, when you get down to below 10 fps you can see and feel that accurately without a readout I think you'll agree.
The Quick update does seem to help the framerate. What does that do and why wouldn't someone want this on all the time?
I have tried my scene on another computer and it's significantly faster at the minimum(down to 10-20 or so instead of 3), but the slowdown is still very significant, compared to 150 fps with no open Octane viewport. And, the material editor is still extremely slow.
Is Octane using callbacks to get messages from Max to decide when to update things, or is it just somehow manually checking all the time, because that's what it feels like.
This is my problem (video attached) similar to yours. Also if octane viewport is opened and I have phoenix fd smoke in the scene and I move time slider then scene gets slow even after closing and reopening it. Octane permanently ruins the scene.
Yeah, in addition to the material editor being slow, I get the modify panel slowdown just like you do.