Maya Windows vs Mac OSX

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Old 08 August 2014   #61
I will look into it, but for now I wanted you to know that the performance isn't as low as it appart with that particular test.
 
Old 08 August 2014   #62
The UI issue isn't just the help line though. Every single dockable window contributes slightly to viewport slowdown (although the help line is the biggest culprit).

If you hit play and tumble the view, the viewport frame rate takes another huge nose dive.

If the graph editor is open the frame rate takes another huge hit.

Additionally, marking menus feel sluggish compared to windows as well. It takes them longer to come up, and it feels very laggy once your navigating through them. For example, a common procedure is to space bar/left click to bring up the viewport marking menu to switch between views. If your fast enough, you can actually click BEHIND the marking menu, forcing you to do it again, only slower because the UI can't keep up with you.

All of these little things together makes Maya feel really sluggish compared the windows version.
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Last edited by fahr : 08 August 2014 at 10:23 PM.
 
Old 08 August 2014   #63
one workaround for the slow marking menu draw to switch panes is to use this command on a key command:

panePop;
 
Old 04 April 2016   #64
Originally Posted by lucericr: The implementation on the mac needed to be different because otherwise the display of progress on the Help Line of long operations like loading scenes using a lot of references wasn't working.


So wait..... displaying a reliable progress bar (as far as progress bars can ever be thought of as reliable) when loading references was deemed more important than viewport performance? That seems like a strange decision. The former can be useful a few times a day to a subset of artists. The latter however affects most artists' speed and efficiency the entire day. What if one doesn't use references and the like? A modeller for instance. Should their viewport performance be gimped for something so trivial as a slightly better functioning progress bar?
Maybe the progress bar needs a re-think because this problem is still very much alive and present in Maya on OSX to this day. Right up to and including 2016 with all the Extensions, Service Packs, VP2.0, bells and whistles, etc.
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Old 04 April 2016   #65
I'm not sure what you read into this old thread, but it was explaining that the camera tool was synched to virtual retrace because it tries to draw its coordinates in the help line, a separate cocoa view, and that causes OSX to wait on vsync.

So if you get 300 fps orbiting your empty scene, when you turn on the help line it'll intermittently drop to around 60 fps (which is the monitor refresh rate) When you're just drawing the opengl viewport, you could get 300 fps because Maya can and has turned off vsync for an opengl window.

Shaking the camera and looking at the HUD isn't a way to test performance, it's not made for that. You actually won't likely get more than 60Hz/60Fps with a mouse, because that's the sample speed limit of a mouse on OSX, you'll probably need a tablet or something with a custom driver.

You could say it's an OSX problem, because on Windows the user can turn off vsync globally easily.
Or you could say that never wanted the camera tool to do that in the first place, but that's a different than blaming the help line.

Last edited by lucericr : 04 April 2016 at 07:41 PM.
 
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