Hi everybody, Is any of you already tried the 2017 version of Maya. If so, did you feel a real difference in the performance of node evaluation in animation? For my part I have not seen that much difference. A few frames per second but I had to remove the half of the scene if not Maya plant ... (node custom, expression, etc.). So I have half of the scene in less and I have almost nothing gain ... In the preferences I am in parallel and GPU OVERIDE
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| David Moulder Technical Animator / Artist squi...@gmail.com Professional Profile | Mobile: +44 (0)7814033242 |
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In general (animation rigs) I have to turn back to the old DG Eval mode. Our rigs still rely on AM_Hip and AM_Shoulder constraint python nodes and they tend to play up in parallel mode. We get joint pops, and subtly different evaluation that isn't correct when compared to the old DG Eval method. But I'm sure it's more than those 2 nodes. I've asked around at a few Autodesk meetings and I'm hearing the same thing back from other game devs. It gets turned off at most places, especially when exporting baked animation data to game engines.I'd actually be interested to here who is using it, what amount of work you did to get the most out of your character rigs. Did you have to change nodes, re-author plugins etc.
-Dave
On Thu, Mar 30, 2017 at 3:12 PM, Rémi Deletrain <remi.de...@gmail.com> wrote:
Hi everybody, Is any of you already tried the 2017 version of Maya. If so, did you feel a real difference in the performance of node evaluation in animation? For my part I have not seen that much difference. A few frames per second but I had to remove the half of the scene if not Maya plant ... (node custom, expression, etc.). So I have half of the scene in less and I have almost nothing gain ... In the preferences I am in parallel and GPU OVERIDE
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No they have fully threaded the dag graph but because of the complexity of most rigs the actual speed increase isn't really that great, it still has to process and serialize all the nodes. It's just that the biggest gain is the skinCluster node as that can be shipped off straight to the GPU and that was always the biggest bottleneck in the frame-rate.I know there is more coming though and that Autodesk are very keen to get live examples from users to test.Mark
On 30 March 2017 at 17:21, Rémi Deletrain <remi.de...@gmail.com> wrote:
Thank you for your answers,It's not very encouraging. On our side we have a lot of node custom, so they are not compatible with the 2017 version. The test I did is on a stage only with mesh, seal and skin . I removed all the shaders, expression and that kind of thing. We are currently working with the 2014 version of Maya. So if parallelism is done on the skin and some other nodes, I am extremely disappointed. I gain 5 frames per second on a scene where there is almost nothing. It is a shame... Have they developed another skin node for that or it is really the same node name between 2014 and 2017 .So, we would have to re-do our node with their optimizations of parallelism
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My impression was that the added parallelism in Maya 2016 onwards enabled a faster dependency graph. That it allowed developers to henceforth develop nodes that can run in parallel.
Given most nodes in Maya are still from pre-2016, it’d be unrealistic to expect them to take advantage of this addition, same goes for your in-house nodes. The skinCluster node is one of 6 nodes updated for parallelism so far.
If the optimization is done on the SkinCluster I do not see anything …
You may be jumping to conclusions, in the article I linked to you’ll also find that there are lots of edge cases in which the optimisation won’t happen. Viewport 1.0 is one example, GPU drivers is another.