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Jim Wilson

Vectorworks, Inc Employee
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About Jim Wilson

  • Rank
    User Experience Manager

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  • Occupation
    User Experience Manager at Vectorworks Inc.
  • Homepage
    http://kbase.vectorworks.net
  • Hobbies
    3D Printing, Robotics, 3D Modeling and Rendering
  • Location
    United States

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  1. Well, in that case if it IS in fact the redraw of those lines, then yes it would indeed be sped up by this enhancement.
  2. My first quess would be no, however to clarify; you don't mean the "Fullscreen Preview" option in a render style, do you? That will start a low res version of the image that slowly resolves into a fully render scene rather than the bucket system that renders full quality from the center outward.
  3. @Andy Broomell Does this apply to all viewports or only ones that are in Top/Plan or Hidden Line? For example, what about a 3D view in wireframe? Yes. Anything displayed on a Sheet Layer, including annotations and other elements that aren't viewports. @zoomer Will this enhance 2D DLVPs too ? Technically yes, but not because of 2019. DLVPs were drawn by the VGM in prior versions. However, On Demand Tessellation will improve the speed of 2D DLVP redraw. @Mark Aceto The name of the game has been to find the fastest single-core clock speed available, so could you elaborate on multi-core improvements in 2019? For example, what tasks will take advantage of multiple cores that didn't before? As of this year, the improvement is to displaying ANYTHING on the Sheet Layer. ODT separately means that now the overall rating of the CPU can be used to judge it, So your Cinebench score will be a much better indicator of performance than just the single core clock speed. Is there a limit to the number of cores that can be used? Technically yes, but this is limited by how many cores your operating system can use, not by Vectorworks. So if you have 88 cores (I think this is the limit on Windows 10), it will use 88 cores. @Patrick Fritsch Wondering if this will help when the "hunting" of surfaces when using the Push/Pull tool? Not directly related to these features no, but we are tracking that issue and suspect we can fix it separately from these improvements. Scott Barnes: Jim, can you please let us know what hardware specs you are using when showing these demos? Lenovo Y720 - 1080p display with a GTX 1060 GPU with an Intel Core i7 7700HQ 2.8Ghz @Kevin McAllister Do Auto Hybrid objects take advantage of this? Exiting an Auto Hybrid is one of the slowest VW operations I know of. No. Unfortunately the core of the slowness in Auto Hybrid objects is related to sectioning and geometry calculations. However, this is in our pipeline, bringing geometry and sectioning operations to multiple cores. Do operations previews (for example the preview when you're rotating an object) take advantage of this? Currently the previews often default back to a bounding box and I assumed it was because there wasn't enough redraw power. These are called Tool Graphics internally, and they are not adding to the VGM by this task or in 2019, but they are marked to be integrated into the VGM as well in later versions. @cberg This is awesome! Might there be other benefits associated with the switch of the sheet layers to the Vectorworks VGM? 😏 Specifically, would this enable viewports to be updated in a multithread fashion, or perhaps continuously? These features do not specifically address viewport updating or sectioning operations, but in the future we plan to not only make those operations multi threaded as well, but perhaps even remove the concept of Updating viewports entirely.
  4. Jim Wilson

    Light shining through objects

    Oh I hadn't testing RW with the original, just after I striopped everything but the flared shroud. That screenshot looks close but yeah, not perfect. I'll test that too and see if its a geometry bug or a opengl bug.
  5. The livestream will start at 2PM EST, about 2 hours-ish from the time of this post, please feel free to add any more questions here now, or in the live chat during the stream if you come up with any others! After the stream, i'll be back here to list off all the answers we ended up giving live. Questions can be related to anything we've teased so far, so VGM Sheet Layers, On Demand Tessellation, and Class and Layer Filtering or anything you feel is directly related to these features or their intention. Seeya there! Semi related note: We've been thinking that if this and the rest of the teasers go well and get a good turnout, this would be a good format to keep sharing portions of development, to address common tech issues, or to provide additional training. Something monthly or bimonthly most likely. What do you all think of that? Anything you'd like to see? Sort of a Vectorworks user-centric news program, less about marketing and more info for the daily driver in Vectorworks.
  6. Jim Wilson

    Light shining through objects

    This is absolutely a bug, but I have no idea what could be causing it. I boiled it down to simply the flared shroud sweep object and the light, and the shadow is still incorrect, regardless of the texture applied to the shroud, so it isn't a cast/receive shadows thing. Same thing with a new light object. Same thing if i extract the faces of the sweep and build a replacement out of nurbs surfaces, its almost as if the shape alone baffles openGLs shadow calculations. The other thing that makes me think bug, is that in Renderworks it behaves exactly as I would expect, and that while openGLs light calculation is much more primitive than Renderworks, this is certainly something that openGL should be capable of. Definitely submit a bug, ill chime in on it.
  7. By the way! @Chih-Pin is the mastermind behind On Demand Tessellation, I just deliver the good news, he makes it from scratch 😉
  8. Those are commonly called "Tool Graphics" internally, and no they aren't on the VGM yet. That and Selection Highlighting are the next two big ones. Auto Hybrid, as @AndrewG stated, isn't really affected as much as you might hope. It DOES speed up the redraw phase of them updating, but their main delay is geometry calculation, so while they would benefit a little bit, i doubt itll be as huge an improvement as the scenarios I demoed were.
  9. Sorry to disappoint, but I just opened up the file and used Select Similar on a few key element types to get a general count. Apologies, I know of no automated inventory, unless the engineers have been holding out on me?
  10. Jim Wilson

    "Contracting/shrinking" objects

    You are most likely looking for the Offset tool:
  11. Jim Wilson

    2019 Hardware Requirements

    We will do both, we did it last year a bit as well, where we listed the minimum requirements and then what wed recommend from experience. So in the 2018 article the Minimum Hardware Profile is the system requirements, and then the High End Profile is what wed suggest for heavy duty work. If that isnt what you meant, or it wasnt clear enough, please let me know, I can directly affect how we share that info and I'm open to suggestions on how to make it as clear as possible. I know its a lot of tech jargon.
  12. The sheet layer itself has 6 viewports from multiple sources, but the main one is the plot itself as expected. ' 125 Lighting Devices 58 referenced hybrid symbols (many containing hanging positions or lighting devices in addition to the above) 58 2D only symbols 28 Groups (primarily with text and 2d geometry inside) 34 assorted polylines with something like 3800 vertices total (estimated) Not the heaviest file I've ever encountered, but one where the delay was nearly all in the screen redraw, not related to any specific object or geometric slowness.
  13. Jim Wilson

    2019 Hardware Requirements

    Not yet, but we should be able to share them shortly. If you're in a hurry though; they are not much different (if at all) from the 2018 system requirements, we bumped them up over the last two years already. The only major difference I am aware of is that we should still be able to support back to macOS 10.10, we didnt have to drop all but the last 2-3 OS versions on the mac side as we have sometimes had to do.
  14. We debated having this as a separate teaser, but these two items really do go hand in hand. The below demonstrates On Demand Tessellation, which is a very large step in moving Vectorworks to being completely multithreaded. ODT basically splits up tasks to be handed off to the VGM into multiple CPU threads, meaning you don't just have to wait for that one single core to do everything before you can get working again. Its now going to draw objects using multiple cores. This does NOT mean that the actual geometry calculations like add/subtract solids or duplication are multicore yet, those are still in the pipe, but a lot of the perceived slowness in previous versions, as you can see from the demo, were delays in simple redrawing of existing geometry. We will be taking questions both about ODT and VGM Sheet Layers in tomorrows livestream, but again feel free to ask any additional questions here as well, both will be checked!
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