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You are here: Homepage /  Blogs /  Maxed Out / Excalibur (XBR) Notes
Excalibur (XBR) Notes
Posted: Dec 17, 2009
Category: Autodesk 3ds Max
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As some of you are aware, there was a leak of some slides that I presented at AU in Las Vegas in early December. We've since been trying to figure out what to do about that and we're getting closer to making some decisions. Meanwhile, we might as well give you the information that is already present on the slides that were leaked.

Preface: Excalibur (or XBR) is a restructuring of 3ds Max that is intended to occur over three phases (not releases) and addresses fundamental improvements in workflow, UI and performance. 3ds Max 2010 is part of Phase I and you can see elements of some of the changes in the release. Things like the visual quality of the viewport, the use of metasl, new UIs, etc. Well, that was a launching pad for XBR, but we're really only about 50 meters above the launch pad at this point and we still have a long way to go before we reach our destination. Yes, we could have built a new codebase from the ground-up, but we'd prefer to bring you all along with us on this journey instead of forcing you to "abandon ship" because we started from scratch with an application that was new and shiny but didn't quite solve any real problems for you. For a product in our position, #1 professional tool in the world, that isn't something you take lightly. So instead, we decided to approach this in three major phases. I think Bobo put it best when he said that, “you are changing the engine of the race car while it is going 100 miles an hour”, or words to that effect. Yes, this isn’t for the faint of heart, but we’re pretty confident we can pull this off, and 3ds Max 2010 helped build our confidence.

Until we figure out our official position on revealing XBR, here are the slides that were leaked presented a little more clearly.

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Posted by Ken Pimentel on Mar 08, 2010 at 09:28 AM
re: low class GPUs
We have a few of these identified on our hw requirement web site. The problem is that there are too many vendors with too many configurations for us to test. We can test the Quadro's and FireGL's because they generally come from one manufacturer. There is no way to do this consumer boards. We cannot afford to hire a dozen people just to test our various products with an unlimited number of GPUs and drivers. This is why we focus mostly on the professional boards - they are much more predictable (and don't change quite as often).
Posted by k4noe on Mar 06, 2010 at 01:22 PM
is there any low class gpu (Consumer Graphics Cards) that fully tested for 3dsMax 2010 (x64 and x32) ?
Posted by k4noe on Mar 06, 2010 at 01:08 PM
I see now, there are many tested gpu for nvidia but a little for ati product, so I must upgrade to nvidia that tested..... time to upgrade.....well thank for the answer
Posted by Ken Pimentel on Mar 05, 2010 at 03:38 PM
We don't actually recommend using that particular GPU on XP 64. Yes, if you're telling me that you're getting different performance between the releases using a non-supported GPU, then I'm not overly surprised. This does not mean that everyone is experiencing the same thing - I know they are not. I hope you can see that it is impossible for us to fully support the ever-changing mix of GPUs/drivers that might exist in the world. The best we can do is to optimize for a bunch of them and tell you what they are. I hope we will publish a "Graphics checker" soon to help customers understand what they really have.

download.autodesk.com/us/qualcharts/2010/3dsmax2010SP1_qualifiedgraphics_win.pdf
Posted by k4noe on Mar 05, 2010 at 03:22 PM
I did download 2010 trial and tried it my self.....so I can talk about viewport navigation.....my GPU is ATI (HIS) radeon 3650 Turbo, 1024 GDDR3, with intel core2duo e7500 ,2.93 GHz, 4GB ram and run in windows XP 64bit, the thing I want to compare is FPS count, in same scene with 1 M pol i got 200 FPS in 3dsMax 9 and 50 FPS in 3dsMax 2010,

3dsMax 9 setting = just turn "object display culling" on

3dsMax 2010 setting = adaptive degradation setting

bounding box - on
use cuurrent display - on
hide object - on ()
distant from camera = 0.5 (when I navigate viewport and it regenerate model it need some time)

thank