[Closed] Multithread in Maxscript
I don’t mean to sound argumentative, just trying to get to the bottom of this issue.
Maybe in Max 2013 they will add MultiThreaded Scripting
I think that would require a rewrite of maxscript, and the devs have been hesitant to change how maxscript is implemented because such a rewrite has the potential to break literally thousands of scripts and plugins.
So, things are kind of stuck the way they are. Imagine if 2013 was released and didn’t work with any previous scripts. The response from the users and 3rd party plugin developers would be epic. And unless AD can quantify in dollars and cents why they would need to rewrite maxscript, they won’t. Not enough users care about such a feature (I do), and (as we all know) they have a lot to do already. I don’t see stable multithreaded object creation/manipulation being in the next release – but I’d be happy to be wrong.
it’s not limited to 1 core, it’s limited to one thread. all viewport, all scene operations should be in the same thread.
mxs isn’t limited by number of cores to use. it might use all available.
it’s not limited to 1 core, it’s limited to one thread. all viewport, all scene operations should be in the same thread. mxs isn’t limited by number of cores to use. it might use all available.
But it doesn’t. And I’d like it to.
For example, this simple code…
(for i = 1 to 1000 do box())
…spiked 1 core for a brief period of time (and not even 100%):
If everything is in one thread, then is it up to the operating system or 3dsmax.exe to decide how many cores are used? We need some clarity here. I would expect 3dsmax.exe to spike all cores for a brief moment to create the boxes, but that doesn’t happen. Why?
you are talking about one specific function here – create primitive… it might not support multi-core. but it doesn’t mean that mxs can’t use multi-core.
Well I know the Itoo Software Plugin can use Multicores, and u can say how many.
It can create like 500K “objects” per second apparently. But Im not sure how they are going about that… Although the objects are actually elements in a mesh.