Tech info needed before switch to a new computer
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 From:  mkdm
8406.40 In reply to 8406.39 
Hi Michael and thank a lot for the info.

@You : "...So I'll probably be targeting Direct3D11, not Direct3D12..."

Well...anyway DX11 should be a big step forward :)

One important thing should be the support for a much better and native antialiasing capabilities.
By now I can control how the different software render their Gfx with Nvidia Control Panel,
but it could be much better if Moi could control natively the internal behavior of DX11 display routines.

I stay tuned.

Have a nice day.

Marco (mkdm)
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 From:  mkdm
8406.41 In reply to 8406.39 
P.S.

Michael, it could be very useful if leveraging on DX11 routines you could add a "Ghost" display mode,
similar to what Rhino does.

Ghost mode is a very useful feature, good also to create some quick and dirt rendering for visualization purposes.

Thanks.

- Marco (mkdm)
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 From:  Michael Gibson
8406.42 In reply to 8406.41 
Hi Marco, unfortunately unlike what you would probably naturally expect, transparency is not something that is automatically provided by low level APIs like Direct3D or OpenGL. It has to be handled by the application drawing polygons in depth sorted order. This has to be done pretty carefully so as not to slow down performance too much. I would like to look into doing it but it doesn't really have anything to do with D3D9 vs D3D11 vs D3D12.

- Michael
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 From:  mkdm
8406.43 In reply to 8406.42 
Ok Michael.

I understand. Thanks anyway for the detailed info.

Have a nice day.

- Marco (mkdm)
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 From:  Michael Gibson
8406.44 In reply to 8406.41 
Hi Marco, then additionally Direct3D12 doesn't automatically "do more stuff" for you than D3D11, it's actually more the exact opposite of that, it's focused on doing less stuff automatically so the programmer controls more of every detail of what's sent to the card. It makes it more possible to fine tune optimizations at a cost of more coding work at the same time though. It certainly doesn't mean that all kinds of effects just come built in and happen with one function call or something like that.

- Michael
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 From:  Karsten (KMRQUS)
8406.45 In reply to 8406.43 
Hello Marco,

I can't understand the discussion - I have an 3,5 Years old Computer without any Problem:-)








Have a nice day
Karsten

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 From:  mkdm
8406.46 In reply to 8406.45 
Hi Karsten.

Well..XEON CPu always a super great hardware :)

But with my (low) budget and for what I have to do, it was more important for me to have great performance in realtime visualization and CUDA cruch.

@You : "I can't understand the discussion - I have an 3,5 Years old Computer without any Problem:-) "

I'm sorry but I don't understand your sentence.
What discussion are you referring to ?

Really no intention for me to "argue" on useless things :)

Only ,I'm talking about my new HW config and how Moi V4 could leverages on the newest powerful GPU like Pascal Gtx,
using the opportunities of a more recent DX libraries.

Nothing more than that.

See you.

Marco (mkdm)
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 From:  mkdm
8406.47 In reply to 8406.44 
Thanks a lot Michael for clarification.

@You : "...it's focused on doing less stuff automatically so the programmer controls more of every detail of what's sent to the card..."

I imagine that this extra coding work it's useless for Moi's routines.

Well...Just to recap all my discourse....I only would like to see the new Moi V4 using better display routines
that can leverage on the great opportunities offered by modern Gfx cards.

Just in order to use Moi for very quick and easy render for visualization and concept modelling, it could be very useful
if Moi can offer a better antialiasing and a better shading of objects.

Nothing complicated like real render or ambient occlusion or shadow, none of this.

Simply a better and modern viewport display.

But, as you said many times, I know that you are working on it and I'm confident that you are doing a great job, as usual.


With that said, all other aspects of Moi are still absolutely stunning for me :)

Have a nice day.

Marco (mkdm)
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 From:  mkdm
8406.48 
Hi everyone.

If anybody's interested, this is a simple and quick performance comparison for my new PC based on i7-7700K + Gtx 1080 Ti,
that I purchased some weeks ago.

It's a simple comparison with my old Laptop based on i7-4790K+Quadro K3100M.

I did this test using latest unofficial version of Blender (2.79).

This is the final render (1920x1080 512 Sample) :



These are the scene rendering setup :
1920x1080 512 samples, 1 material with "Principled BSDF" PBR Shader, HDRI Background and illumination
Light Paths :





And these are the results :

-------------------------
Laptop Clevo P771ZM :
-------------------------
CPU : i7-4790K 4.00 - 4.40 Ghz
RAM : 32 Gb (2x16) HyperX Impact DDR3L-1600 CL9
GPU : Nvidia Quadro K3100M 4GB 768 Cuda Cores
HD : 512GB 850 EVO Basic SSD Sata 6Gb/s

BEST CPU RENDERING TIME (Tile Size 16) : 03:34:30 (minutes:seconds:hundredths)
BEST GPU RENDERING TIME (Tile Size 384) : 02:39:65 (minutes:seconds:hundredths)

CPU Tile Size 16 : 03:34:30 * BEST Laptop CPU RESULT
CPU Tile Size 32 : 03:34:66
CPU Tile Size 64 : 03:37:26

GPU Tile Size 64 : 03:55:92
GPU Tile Size 96 : 03:22:19
GPU Tile Size 128 : 03:02:47
GPU Tile Size 192 : 02:48:39
GPU Tile Size 256 : 02:42:66
GPU Tile Size 384 : 02:39:65 ** BEST Laptop OVERALL RESULT
GPU Tile Size 512 : 02:42:14


-------------------------
i7-7700K + Gtx 1080 Ti PC :
-------------------------
CPU : i7-7700K 4.20 - 4.50 Ghz
RAM : 32 Gb (2x16) Corsair Vengeance LPX C15 DDR4-3000Mhz
GPU : Svga MSI GeForce GTX 1080 Ti Armor 11G OC 11GB GDDR5X 3584 Cuda Cores
HD : 500 GB SSD SAMSUNG 960 EVO NVMe SSD, PCIe 3.0 M.2 Type 2280

BEST CPU RENDERING TIME (Tile Size 32) : 02:53:46 (minutes:seconds:hundredths)
BEST GPU RENDERING TIME (Tile Size 512) : 00:26:53 (minutes:seconds:hundredths)

CPU Tile Size 16 : 02:53:59
CPU Tile Size 32 : 02:53:46 * BEST PC CPU RESULT
CPU Tile Size 64 : 02:56:14

GPU Tile Size 64 : 01:35:66
GPU Tile Size 96 : 00:57:40
GPU Tile Size 128 : 00:43:48
GPU Tile Size 192 : 00:34:46
GPU Tile Size 256 : 00:29:78
GPU Tile Size 384 : 00:27:40
GPU Tile Size 512 : 00:26:53 ** BEST PC OVERALL RESULT
GPU Tile Size 640 : 00:27:42
GPU Tile Size 768 : 00:27:77
GPU Tile Size 896 : 00:28:18
GPU Tile Size 1024 : 00:28:52

**************************************
COMPARISON :
**************************************

1) BEST PC CPU vs BEST Laptop CPU : 123.54 %

2) BEST PC GPU vs BEST Laptop GPU : 601.77 %

3) BEST PC GPU vs BEST PC CPU : 653.82 %

4) BEST Laptop GPU vs BEST Laptop CPU : 134.23 %

5) BEST PC GPU vs BEST Laptop CPU : 807.76 %

6) BEST Laptop GPU vs BEST PC CPU : 108.65 %

Ciao!

- Marco (mkdm)
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 From:  Frenchy Pilou (PILOU)
8406.49 In reply to 8406.48 
Address of the file ? it's an OBJ File format?
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 From:  mkdm
8406.50 In reply to 8406.49 
Hi Pilou.

It's the standard "Suzanne" monkey head of Blender with Level 3 of subdivision.

If I find some spare time I will upload the entire Blender Project with PBR maps.

Ciao.

- Marco (mkdm)
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 From:  Mauro (M-DYNAMICS)
8406.51 
I see very good results with metals in Blender...you made this render with default engine or Cycles?
Thanks for posting Marco :)
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 From:  mkdm
8406.52 In reply to 8406.51 

- Marco (mkdm)
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 From:  Mik (MIKULAS)
8406.53 
Hello MoI users,

did you try somebody to run the MoI on this laptop https://store.hp.com/us/en/pdp/hp-envy-laptop-17t-best-value-8dv35av-1 ?

I'm not sure if Nvidia GeForce MX250 would be enough for working in MoI.

Thanks for any replies.
Mik
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 From:  Frenchy Pilou (PILOU)
8406.54 In reply to 8406.53 
I have an old (2015) Geforce GTX 950 M Latop and all works fine!

Sometime some problem of size memory but it's because i have no large Hard Memory (8 gigas) and works with some progs in the same times! :)
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 From:  Mik (MIKULAS)
8406.55 In reply to 8406.54 
Thank you Pilou for your quick reply.
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