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Understanding Mesh Sizes - ESPI Metals

Several problems when running the tutorials with OpenFOAM. This plug-in gives AutoCAD the ability to convert a mesh into a solid. Many thanks for the detailed report!

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A high-resolution mesh of a low-resolution solid makes it clear that the underlying surface is essentially a smoothed-blocky version of the input object. Help, mesh convergence https://boom-boom.ru/download/?file=42. How to convert a mesh to a surface or solid - Rhino for https://boom-boom.ru/download/?file=37.

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I haven't been able to use the sim since this last patch was released because I cannot get it downloaded. In the solid wood products, it means the constant change of the measurements, which can lead to permanent bend, deformation or even in some rare cases crack errors. The changes are primarily just bug fixes.

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Mesh To Solid is designed to be extremely user friendly and easy to understand. This would be compatible with 32/64-bit windows. Do you need to clean up a 3D scan, do some 3D printing, or design an object that fits something else?

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3080 benchmark requests?

Name your game/settings/in-game location and if I have it (or really want it), I’ll fire it up with FPS VR and give you the numbers.
My system: [email protected] (I’ll OC/UC on request), [email protected], 32gb [email protected]
Here’s the list so far that I’m going to tackle, in order of when they were requested. Test criteria in the comments.

  1. Pcars2
  2. HLA
  3. NMS
  4. Until You Fall
  5. VR Chat
  6. Boneworks
  7. IL2
  8. MS Paint
  9. Skyrim
  10. ED
It might take me a few days to get through these, any additional requests as they come in (I’m keeping a separate list). Also, apologies for the spelling/grammaformatting. Apparently switching between mobile and PC Reddit while pulling an HMD on and off just wrecks my ability to compose a post.
  1. Pcars2:
Okay, so Pcars2 is weird. It seems to force motion smoothing if it’s struggling. So, on Le Mans at dusk with fog/rain and 6 other cars in a gt car, all settings ultra with ss at 1.5, it locks at 60hz on the 120hz setting with a repro of 30% and a gpu frame time of 14ms. Turning down ss to 100 and frame rate up to 144hz puts the frame rate around 65 on track and near opponents, with repro in the mid 40s. Oddly, turning ss up to 150 seems to give me a slightly higher frame rate, at 70ish, but repro goes up to about 48% with frame time around 18ms.
2. HLA:
HLA is incredible. Inside the Norther Star lobby, walking around and shooting stuff, pretty solid 144hz at 1.5ss (I turned off the adaptive ss with the console command) with a frametime of 6ms and repro of 6.5. Same story at the start of the game on the balcony. I didn't have a save near a big firefight, but shooting some stuff initially made the frame rate drop to the mid 130s. There was a request for 120hz, but if it can push [email protected] I'm not sure what that would tell us. GPU usage was in the 80-90% range, with 8.1mb of Vram.
Update: going back in a few times to check the VRAM I unloaded on the zombie/head crabs in the lobby with the shotgun. Doing so dropped the FPS from 144 down into the 120s. I’m sure the other metrics changed accordingly as well. So, actual gameplay 120 would probably be more stable, unless adaptive resolution is on.
3. NMS:
At 90hz/1.5ss I stay locked, with about .5 reprojection, 9-10ms frametime, 80% GPU usage. Turning things up to 120hz, I hover around the 110 range. I get a fps drops, down to the low 80s, at night with the flashlight on running around my (very basic base). Turning things up to 120, it's much less stable. It's generally in the high 90s, with repro around 24% and a frametime of 10-12ms. However I see bigger drops strafing around my base at night, down to the 60s/70s.
I'm on a desert planet without much foliage, so not the most perf heavy scene. Walking around
Settings are:

  • Texture quality: high
  • Animation Quality: Enhanced
  • Shadow Quality: Standard
  • Post Processing: Enhanced
  • Volumetric Effects: Enhanced
  • Terrain Tessellation: Ultra
  • Planet Quality: High
  • Base Complexity: Standard Antisotropic Filtering at 8, Anti Aliasing at FXAA, and GTAO Standard.
I think these settings provide a pretty good looking/smooth experience at 90fps.
4. Until You Fall:
Awesome. At 1.5SS/144hz pretty much locked (just a few instances where it dropped to 140 or so when in heavy combat). Frametime in combat was around 6ms, .5 repro, an daround 80% GPU usage. I cranked SS up to 1.7 and GPU went up to about 90% and the frame rate hovered in the mid 130s during combat.
5. VRChat (by request, in Furhub with safety off standing around a bunch of other avatars):
All over the place, both GPU and CPU actually. GPU stats at 1.5SS/120hz were up and down, from the high 40s up to 90, generally floating in the mid 60s. Turning SS down to 1.0 didn't change much, GPU utilization was around 40-50% I thin, but it was just slamming my CPU. I forgot to write down the frametime, but it was a mess.
6. Boneworks:
Apparently I lost my save, so I just ran around the Museum for a while. It was rock solid at 144hz/1.5ss, about .5 repro, and at about 4ms frametime, even in the larger rooms with a lot going on. I think GPU was around 60-70%, although I closed out before writing it down. I'm sure perf would drop in the actual game, but I didn't feel like getting that far. I may play this more after I test more games to get further to a more taxing area.
7. IL2
I couldn't get my joystick, or really any control system to work, for some reason. Also, at 120 it automatically forced motion smoothing, like Pcars2, but 90 was stable on ultra everything. However, because of the control issue I couldn't get into any real action, so these numbers were just from basically flying straight until getting shot down.
[email protected] 85-90 Frametime 10-12 SS 1.5 GPU load 90-95% Reprojection 5-9%
8. MS Paint
I get that this is a joke, but nothing makes a joke funnier than taking it seriously. Also, I was kind of curious to see if my system would just crash at 500% repro (nope). I used MS Paint (pancake) and the Paint 3D to really go full gen 2 VR with the painting experience. So, without further ado, the marquee exhibit, here you go:
[email protected]: locked, and silky smooth, with some drops to the 130s for an instant when drawing a 3d object (on mouse release) Frametime: 4.2ms, unless the above condition, when it jumps to about 23 or so SS: 5.0 (yes, 500%) GPU load: 55ish, unless the above condition, when it jumps to about 75 Reprojection: .7
9. Skyrim VR
Running a build of the Wabbajack Ultimate VR Essentials modlist (containing 435 mods and active ENB), I started a new game (alternate start) and ran around in the forest outside Riften, chasing butterflies, naked. Frankly, it's so beautiful that I didn't want to look down at the FPS counter. Here are the numbers:
SS: 1.5 [email protected]: SOLID lock Frametime: about 6.5-8.5ms GPU Load: 70-80% Reprojection: .3
Also, it might be worth noting that this was using about 7.5gb of Vram, and 11gb of ram.
Turning the SS up to 200% and even 250% didn't seem to have any effect whatsoever on those numbers. However, turning it back down to 1.5ss and then changing the refresh to 120hz pushed it to the limit:
SS: 1.5 (turning this down to 100% didn't change anything) [email protected]: 108-120, bouncing around, mostly near 113 Frametime: about 8-9.5ms GPU Load: 95% Reprojection: 2.8%ish
But oh man, at 90 it felt great and looked phenomenal. All those texture and flora mods look crazy sharp, clean, and vibrant. On my old setup, I'd get a little repro or motion smoothing blur from all that foliage, but it's just so crisp at the undiluted 90fps with 1.5 ss. Sorry, I'm rambling now. Honestly, I can't wait to dive back into Skyrim. At this point it's #1 on my list of games to really spend time in.
10. SW Squadrons
Going out of order a bit, but since they patched the 60fps bug I couldn't resist firing it back up. Running it with the consensus setup (windowed/lowest pancake settings/Vsync off in Nvidia Control Panel), I found the following settings optimal:
Texture filtering VR: Ultra Lighting Quality VR: High Shadow Quality VR: Low Screen Space Shadows: Sun only Effects Quality VR: Ultra Volumetric Quality VR: Ultra Post Process Quality VR: Ultra Mesh Quality VR: Ultra Anti-Aliasing VR: TAA Low Ambient Occlusion VR: Ultra
In the practice area, strafing around the debris and the carrier, SS 1.5, 90hz, fps almost always 90 with rare dips into the 80s, frametime around 10ms. Generally very smooth, very crisp (except the starfield, of course). Vram at 7.1, GPU usage in the low 90s. Sorry, I forgot to write down repro, but it wasn’t bad, in the low single digits I think. But I’m getting sloppy.
11. Pistol Whip
Since I broke the seal on going out of order, I figured I'd knock out a few easy ones. ED and ATS are going to take a bit of controller set-up, so I'll come back to those later. In the meantime, here's Pistol Whip.
I suspected this one would be a cakewalk for the 3080, and it is. At 144hz it stays locked at a solid 144fps/1.5ss/3-3.5ms frametime/50%GPU/4.1gb-VRAM. Sorry I forgot to write down repro, but it was less than 3%.
12. Beat Saber
Another one that is no sweat for the 3080. It was hard to get numbers given how much I was waving the wands around, so I started $100 bills on expert and then started looking after about 30 seconds or so. Locked [email protected], frametime 2.1ms, repro around 1%, GPU around 30%, Vram bounced around but never more than 3GB. The numbers might creep up a bit. The person who requested this also requested that I run a few external cameras, along with a few other criteria, however I haven't re-installed the mods, so I'll update this once I do. Sorry for the tease.
13. Elite Dangerous
[email protected], 90Hz, 90fps (rare dips to 85), Frametime 9.5ms, Repro 4%, all graphics settings maxed.
My test was to do a barrel roll in the station at the beginning of the cargo transport training mission. At 120Hz on high/medium settings the FPS was around 110, even with [email protected],0 and I could see a stutter ever few seconds. Dropping it down to 90 let me max everything @1.5ss and it was buttery smooth. At this setting, the GPU usage sat around 85%, with 4.5gb VRAMM. It looks so good maxed at 1.5 that I think it's worth staying at 90, rather than making the visual sacrifice for the extra 30fps.
Next up are:
Dirt rally
ATS
Lone echo

That's it for tonight. More in the next few days.
submitted by Brochunter to ValveIndex

How to Add Assembly Bosses/Holes to STL

I've downloaded a few models to print but they really need to be cut and printed separately. I can cut them ok using the 3D editor that comes with Windows 10 (I was shocked) but I can't figure out a good way to add precisely placed keys and the mating voids so that they will assemble straight and strongly. Are there any good software tools for this? I can't really convert the meshes to solids, they're way too complex and the quality takes a big dive.
Edit: I usually model in FreeCAD and I have played with Meshmixer a bit. Willing to download other tools for this functionality if necessary.
submitted by Daekar3 to 3Dprinting

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