new beta soon?
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 From:  Frenchy Pilou (PILOU)
5252.10 In reply to 5252.9 
Cool for the camping :)
---
Pilou
Is beautiful that please without concept!
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 From:  ed (EDDYF)
5252.11 
Michael - If you need a 2nd quick validation on the multi-core before you release, I've got an i7 3930k 6 core cpu.

Ed
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 From:  Mike K4ICY (MAJIKMIKE)
5252.12 
Michael!

I just thought of something about the multi-core display...

Does this have anything to do with MoI's "Insufficient Memory" errors I get when I export object to an .obj?
Funny how I get those errors and the export fails making it's high-count poly's, yet Kerkythea and apps like it boast bazillion-poly capabilities.

Maybe it's something else causing the occasional IM errors (Red on yellow type). I generally have to hide objects and try the export on the rest with more conservative values.


Extremely high-res polys are sometimes overkill, but when I'm working on a close-up or glass/refraction objects for that matter, poly-number is key.

I also suspect that it could be the fact that I've only got a gig of ram in my home PC. :-/
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 From:  Michael Gibson
5252.13 In reply to 5252.12 
Hi Mike, yeah the multi-core use for mesh export can tend to make a greater spike in the amount of memory used at any one point in time, since for example processing 6 things in parallel requires 6 times the amount of memory used all at once.

There are a couple of things that I have on my list to tune-up on that export to try and conserve some memory.

If you're running into it often you can limit the number of cores to be used as described here: http://moi3d.com/forum/index.php?webtag=MOI&msg=5124.16

That won't really be as much of an issue for the display since generating an export mesh on a big surface like a long tube or something requires a whole lot more memory to process than the display mechanism needs to use.

- Michael
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 From:  BurrMan
5252.14 In reply to 5252.12 
""""""""""Funny how I get those errors and the export fails making it's high-count poly's, yet Kerkythea and apps like it boast bazillion-poly capabilities.""""""""""

It would be a more relevant comparison if Kerkeythia could import a 500 mb "CAD" model, then ask IT to dice it up into a bazillion little polygons, then compare the results....
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 From:  Mike K4ICY (MAJIKMIKE)
5252.15 In reply to 5252.14 
I see your point Burr, MoI has a remarkable tessellation engine.

But, I figured it was more of a poly/memory thing that was causing the error.
Most likely it was the fault of my flea-powered home PC. ;-)
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 From:  Michael Gibson
5252.16 In reply to 5252.14 
Yeah while it is in the process of dicing MoI is actually dicing up NURBS surfaces, they only become polygons in the last stages. Also on top of that trim curves are diced up into small pieces as well to make trim boundaries. That whole process takes up a bunch of additional overhead to sort of "set the stage" for stuff before the polygons are even created. It's usually not the polygon data itself that really takes the most space, more all that in between stage calculation stuff.

When you're in the polygon app there is none of that other stuff existing at that point, only the final result, that's why the capacity is different.

- Michael
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 From:  Michael Gibson
5252.17 In reply to 5252.15 
Also yes "flea powered" does not make a great natural combination with "high density" as well... ;)

If you have a lower powered machine it just goes with the territory that you need to avoid higher complexity stuff.

- Michael
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 From:  Rich_Art
5252.18 In reply to 5252.17 
Sounds great Michael.... Bottoms up.

Peace,
Rich_Art. ;-)

| C4DLounge.eu | Our Dutch/Belgium C4D forum. |
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 From:  Michael T. (MICTU_UTCIM)
5252.19 
Looking forward to testing the extrude to point and taper!

Michael T.
Michael Tuttle a.k.a. mictu http://www.coroflot.com/DesignsByTuttle
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 From:  Michael Gibson
5252.20 In reply to 5252.4 
Looks like it will be generally in the range of a 2x to 3x drawing speedup (depends on different aspects of the model) with the multi-core use!

I was hoping for maybe a straight 4x speedup on a quad-core but it looks like that won't happen because of too much waiting for the graphics driver to just process all the incoming requests. So probably more cores beyond 4 or so cores won't give much boost. But despite that a 3x speed-up is nothing to sneeze at! :)

I need to test it a bit more and also see if I can wring a little bit more yet out before releasing it, so a few more days yet...

- Michael
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 From:  mjs (MSHIDELER)
5252.21 In reply to 5252.20 
"Looks like it will be generally in the range of a 2x to 3x drawing speedup (depends on different aspects of the model) with the multi-core use!"

That is awesome news.

Thanks for the update.
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 From:  BurrMan
5252.22 In reply to 5252.21 
What are the aspects of the model that get a boost and get left out?
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 From:  PaQ
5252.23 In reply to 5252.20 
That's really amazing !!! , I've never seen a 3d software using multi-core cpu power to speed up the display ...
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 From:  Mike K4ICY (MAJIKMIKE)
5252.24 
That's a promising prospect considering more complex models that bog down Moi even with mesh angles made more coarse.

So we take a modeler with already phenomenal display quality and boost its speed 2x+?

Wow!
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 From:  Michael Gibson
5252.25 In reply to 5252.22 
Hi Burr,

> What are the aspects of the model that get a boost and get left out?

Well, both shaded surface drawing as well as curve/edge drawing get boosted, but surface drawing was not as CPU intensive so it's more down in the 2x range, edge/curve drawing is more towards the 3x range.

How much any one particular model gets boosted will vary depending on a lot of different factors, like which particular thing was actually taking the most time and some other things like whether there are a whole lot of little separate simple entities or somewhat larger more complex entities (each face or edge curve being more complex).

And probably how fast your video card can process stuff will factor in as well...

So some things will vary from model to model and from machine to machine, it will be interesting to see what variation there will be.

- Michael
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 From:  Michael Gibson
5252.26 In reply to 5252.23 
Hi PaQ,

> That's really amazing !!! , I've never seen a 3d software using multi-core cpu
> power to speed up the display ...

It's mostly tested with some of the more complex models that you've sent me... This should help make it easier to not have to turn edges and hidden-line edges off quite as much as before.

- Michael
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 From:  Michael Gibson
5252.27 
The display is a great strategic place to get some benefit from multi-core processing too, since it's something that gets heavy continuous use.

- Michael
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 From:  DannyT (DANTAS)
5252.28 
This is great news Michael, you always have something to offer that excites MoI and CAD users alike.

Maybe a marketing stratagy along the lines of 'MoI now with Quick Draw' :)

Quick Draw
~Danny~
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 From:  BurrMan
5252.29 In reply to 5252.25 
""""""""""Well, both shaded surface drawing as well as curve/edge drawing get boosted, but surface drawing was not as CPU intensive so it's more down in the 2x range, edge/curve drawing is more towards the 3x range."""""""

Ah yes, Thanks. I really only ever had an issue when I had a bazillion little "edge" pieces to deal with. This should be great.

@Danny. Shleb and mildred in the draw contest too? :) (Aussies will take the first beta download again? 10 paces brother.......:)
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