Performance could improve by trimming transforms, but I don’t think scalability would be affected too much as the amount of data saved is tiny in comparison the ceiling we’re talking about. Scalability on this level is fundamental of working with crowds of data – it needs to be a primary focus of the design to do it well. Softimage opted for better performance of fewer complex objects.
Matt From: [email protected] [mailto:[email protected]] On Behalf Of Greg Punchatz Sent: Thursday, September 06, 2012 5:40 PM To: [email protected] Subject: Re: ICE in Maya is an engineer's worst nightmare Both...we were on 64 bit CPUs before we had ICE. It (ice) and Arnold have let us build light scenes that can generate incredible detail that has not been achievable for us. 64 bits made it feasible ... Ice and Arnold made it a reality. Now XSI could use a boost in scalability for sure... It fails in large number of objects. I always wondered if a optional simplified transform with out all the pivots, centers and offsets would give XSI a speed boost. G Sent from my iPhone On Sep 6, 2012, at 7:18 PM, Matt Lind <[email protected]<mailto:[email protected]>> wrote: Is that due to ICE or because you’re now on 64 bit systems with extra hardware resources at your disposal? Matt From: [email protected]<mailto:[email protected]> [mailto:[email protected]] On Behalf Of Greg Punchatz Sent: Thursday, September 06, 2012 5:17 PM To: [email protected]<mailto:[email protected]> Cc: [email protected]<mailto:[email protected]> Subject: Re: ICE in Maya is an engineer's worst nightmare What said Raf +1 What's ironic about this part of this thread is that ICE and Arnold has let us reach a level of scale in our little boutique that I could not have even imagined before they showed up... Even on our outdated render farm, we can render enormous fully path traced , motion blured scenes in one pass that only a few years ago even the big boys would would of had to break into many passes .... Sent from my iPhone

