@jbacus said:
I don't know what application you're comparing SketchUp against in performance terms
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I've Been a Maya user for about 6 Years until I enrolled into Architecture Studies.
For the past 5 Years, I've been getting away with mostly SU, but also a mix of Rhino (Not relevant - Apples & Oranges), C4D and Maya. I've been hearing great things about Modo, but haven't got a chance to actually use it more than a few minutes at a time.
I want to make clear that I'm not looking forward to Mudbox / ZBrush Billions of Polys.
But when a big % of the Component in 3DWarehouse (a big feature of SU) are like kryptonite to SU, or when trying to load Evermotion props...
@jbacus said:
I don't know what you would consider a "medium project", and I don't know what your hardware configuration is either.
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It's holiday here, so I won't be in the office until monday, So I'll get back to you with numbers as to poly count.
Since it's an ongoing competition, i can't yet publish any photos, but i'll see what i can do.
My Workstation is an Win7 / i7/ 12Gb / GTX470 Machine. Build to crunch number and to render fast.
at the Office we also have an older (Yet Faster) 8-Core MacPro.
@jbacus said:
In game-theoretic terms, SketchUp's modeling performance is a classic "arms race". Every time we make SketchUp faster, you start making bigger models. Then we have to make SketchUp faster again, and then you start making even bigger models. There is no logical conclusion to this game where performance is infinite and you can make an infinitely large model. Eventually performance will plateau, and you'll have to learn how to work with the system as it stands.
@jbacus said:
You have to take some responsibility as well, though, and manage your model to work within the constraints of the system.
john
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Those two comments really amuses me.
I Had a University project which we ported to Unity3D for real-time walk-through for an exhibition.
it was a whole Blvd, with over 30 Historical Building and surroundings.
SU couldn't handle the Building themselves, yet in Unity we got REAL-TIME geometry, Trees (Not Low Poly/2D) and Improved Textures (Bump/Spec which SU can't handle) at high resolution and good FPS (60+).
any modern Game Engine can Handle a Huge amount of data today, even the free ones (UDK, Unity3D).
Most 3D Packages can handle much more geometry than SU, and that's a fact.
Yes, improvements have been made on version 7 & 8 - but if you take into account the increase in computer power from 2007 (SU6) until today you'd see that SU doesn't begin to utilize what is a fairly reasonable workstation TODAY.
I Realize that Google doesn't want to do heavy work on SU core.
I want to emphasize that in my humble opinion - Doing so would take SU from a "Google Earth Plugin" to worthy "Pro Arh Viz Tool", even a competitor to 3DSMax and others, thanks to it's ease of use and wide spread popularity among Architects.