CPU/Keyshot lagging

Dear fellow Keyshooters,
usually I am using my CPU at 88%, but because KS is crashing when I try to re-tessellate one specific part, I changed my CPU to 100%. It immediately started to lag, unbearable to work with.
What exactly is the difference between 88% and 100%? Just the amount of samples getting rendered per second?
And why is KS crashing when I try to open the re-tessellation window for one specific part? It opens a small window with a loading bar, saying “Building”, but at 40% whole KS crashes. (Part has almost 1 millionen triangles…not too big imo)

The CPU lagging at 100% makes sense because it will use all your CPU power to build the render preview. So it might help to pause the real time viewport while you do the re-tessellation.

I think the re-tessellation is also done by the CPU so if it doesn’t pause the preview automatically I would do it manually. So in short, if a CPU is 100% occupied with one task it can’t do other tasks. I’ve it mostly on GPU but on CPU I mostly have it at 50%.

With the ring of Erwin I also used the re-tessellation feature and I think it also crashed once. Maybe it was because I did weird settings but since you mention it immediately crashes it might be the part itself and a good one to send to support to check why it crashes.

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Hmm, yeah, kinda makes sense.
Somehow I thought 100% makes it run smoother.
I will try to pause it in advance and re-tessellate it then.

If you think about it like ‘all power to KeyShot’ I can imagine you think it would run smoother. But it’s actually the amount it may use for building the preview. That’s also why you can put it pretty low if you’re just organising the scene without the need of a really nice preview. Will save energy and keeps your room temperature lower :wink:

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Unfortunately didn’t work with pausing it in advance; still crashed.

If you want I can try it but I can’t imagine it would work any differently here. A reason I can think of to crash could be if you would tessellate in really a lot of geometry so it for example runs out of memory or so. I’ve no idea if it uses a lot while re-tessellating, it’s pretty rare I use it since I work mostly without nurbs. Another thing you could try is to export it already as a polygon model from the original software. That will give you a slider or some quality option to get a certain fine/coarse result.

Edit: I’ve also another tool installed I sometimes use to convert models from GrabCad to polygon models. Could try that for you.

Thanks for the offer, Oscar!
Yes, I will send it over to you - hopefully you can open it (it’s KS11). I really hope KS will integrate down- and upwards-compatibility very soon.

I really have no glue why it crashes…had bigger and more difficult materials and parts to re-tessellate before and it just worked fine.

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I’ve KS11 still installed for testing purposes so should be fine. And yep, totally agree on the backwards compatibility. It’s also fine for me if they would make an option to save as an older file. That might break some of the newer functionality but at least you have something to go with.

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