Thread: Nuke 4.7 Stability (or lack thereof...)

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  1. #16  
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    What amazes me is that companies still bother developing software that uses OpenGL instead of adopting DirectX (at least for the Windows version).
    Last edited by alkali; July 4th, 2007 at 12:48 PM.
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  2. #17  
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    at least for the Windows version
    That's probably the reason: if you have applications that need to run crossplatform, there's a good reason not to have DirectX on Windows, OpenGL on Linux etc. It creates extra work without much benefit.
    Sander de Regt
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  3. #18  
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    Well both DirectX and OpenGL have advantages and disadvantages but none is king of the hill. If your trying to develop a cross platform application then choosing OpenGL is obviously the only option. Using OpenGL for your Linux and Mac versions and DirectX for Windows is just adding more problems to deal with then just choosing one for all platforms.

    *edit*

    I also might add that using DirectX on windows would screw with the 3d workspace in more ways then one. First and foremost are shaders, if you write plug-ins for Nuke that are shaders for the 3d workspace you would have to create a separate Windows version using DirectX.
    Last edited by nathan; July 4th, 2007 at 01:51 PM.
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  4. #19  
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    OpenGL is platform independent, Direct3d is not. This makes porting easier.

    Wikipedia says:
    "The many extra features of OpenGL that were previously mentioned as not useful for game development are also a factor in OpenGL's professional market advantage, because many of them are useful in professional applications."
    http://en.wikipedia.org/wiki/Compari...t3D_and_OpenGL
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  5. #20  
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    Quote Originally Posted by Beaker
    Ati makes some of the worst opengl drivers out there. Directx great, but opengl I have had nothing but problems with them with all operating systems and all pro opengl apps. 9 out of 10 times people have a problem with maya, it is because they are either using a ati card or not using the proper driver version for an nvidia one.
    I couldn't agree more. ATI does some pretty decent hardware but when it comes to the software side of things they let you down big time.

    In nVidia at tops you would have to go for a certified driver or tweak some settings for your app of choice in the current (latest) drivers and you're fine.

    Quote Originally Posted by alkali
    What amazes me is that companies still bother developing software that uses OpenGL instead of adopting DirectX (at least for the Windows version).
    OpenGL is fine and it's cross-plataform, leave it that way. The problem is with bugs that are not related with ATI drivers or even a specific graphics card. That's what makes me sleep less and drink more coffee then usual.
    dg | ••• | imdb
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  6. #21  
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    Quote Originally Posted by alkali View Post
    What amazes me is that companies still bother developing software that uses OpenGL instead of adopting DirectX (at least for the Windows version).
    DirectX and specifically Direct3d aren't made for professional applications, but instead for Games and now with Vista for the ui. Back when Microsoft owned Softimage, they supposedly tried to get them to move XSI from opengl to directx, but there were many issues with it.

    I'm sure this has been fixed, but the big deal in the old days why they didn't use direct3d is that it doesn't support acceleration for multi windowed displays. So in 3dsmax which supports direct3d, you only get the perspective viewport acclerated and nothing else. I haven't used 3dsmax since version 2.5, so I'm sure this has changed since then.
    Last edited by beaker; July 4th, 2007 at 06:02 PM.
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  7. #22  
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    i had also some problems with nuke and maya/shake with ati cards....
    after switching to nvidia.... everthing runs more stable !
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    FKMaster
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  8. #23  
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    Yeah, I know the REAL reason(s) they use OpenGL... I was just ranting more than anything.

    Nevertheless, the problem's I've been having are all isolated in Nuke 4.7, and they don't occur during any 3D viewing, which is why I initially tried to steer suggestions AWAY from hardware problems. Maya and Nuke 4.6 both work flawlessly, so OpenGL/driver compatability isn't the issue.
    Last edited by alkali; July 5th, 2007 at 01:19 PM.
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  9. #24  
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    Quote Originally Posted by alkali View Post
    Nevertheless, the problem's I've been having are all isolated in Nuke 4.7, and they don't occur during any 3D viewing, which is why I initially tried to steer suggestions AWAY from hardware problems.
    Nuke, like Shake uses opengl to draw the entire UI. It's pretty common now with Aeroglass and Quartz 3d where windows are essentialy 2d textures on flat 3d planes. So it still requires opengl even when your not in 3d view.

    If 4.6 and Maya are running fine then your probably right that it's less likely to be a card/driver issue.
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  10. #25  
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    Don't forget that Nuke 4.7v1 now uses OpenGL antialiased on curves and what a nots, so it's requirements on terms of 2D OpenGL are different from those from 4.6. So if it works in nVidia and not with ATI it is a ATI problem and not a Nuke problem. You should get in contact with The Foundry support and see if the have any suggestion on a driver version that is working for ATI boards and check if your graphics card is in fact supported by it.

    I know a few people that are running Nuke on Mac's with ATI graphics and don't share your problem.


    Cheers,
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  11. #26  
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    now, i´ve worked on new shots and 4.7 crash 3-4 time per hour.... nuke4.6 is really stable....
    i´ll hope they get it fixed soon...
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