My work is likely different from others on this forum, so let me elaborate on this subject
As an industrial designer I am producing mainly stills for new products on extremely tight deadlines sometimes only 24 to 48 hrs.
I have many scenes in Animator with many millions of polygons, and often have into the thousands of objects (many, many duplicates) with lots of texture maps.
These projects are unweildy to say the least. Open GL chokes. Even software drawing mode is very slow in outline mode. I am always turning object groups on and off to improve screen redraw.
Rendering for me is pretty fast. I use GI for smaller projects and get render times of 5 to 15 minutes per still (I may produce as many as 30 stills for a project with multiple concepts so as a whole thatās still a lot of render time!). My large projects would take over an hour with GI per still, so I usually fall back on Phong and get good quality in under 5 minutes.
Increasing render speed would be great as I could use more of the āadvancedā render features like GI. But slowdowns and workflow in Animator are a legitimate performance bottleneck.
I can appreciate the limits of MP/ Multi-threading, but this is how hardware companies are going to give us more power in the forseeable future. Based on initial 3d benchmarks the latest 3Ghz Xeon from Intel/Apple is roughly equivalent to a 3.2 Ghz G5. Not bad, but thatās only about a 60% performance improvement over my dual 2 Ghz G5 (weāre talking single thread performance) This is WAY off from Mooreās law. Only a 60% performance improvement over a 3 year time frame. However, there are now FOUR of those processors in a single workstation. Thatās a lot of untapped potential power.
My point is that the real challenge for software developers is to re-think thier apps, maybe even consider re-writing major parts of them to squeeze every ounce of performance from those extra processors. I understand that much of the calculation in 3D is linear, but being creative with how tasks are divided may yield some good performance improvements.
I will soon get back to the point of this forum with some more practical feature suggestions. Thanks to all for their input. I think this is a great discussion, and I hope Matt, Blair, Igors, and the rest of the EIAS Programming gang are following this and are inspired to make our favorite 3d App better and faster.