Hey @mogh,
I forgot this thread a bit, sorry. That sounds all very mysterious. When I summarize your issue, I would describe it as follows. I assume that is the gist of it?
I have a workstation and experience there micro- and macro-stutters in the viewport performance. This happens primarily in low performing scenes with a heavy payload. The odd thing is though, that these performance dips only happen on one machine. On other comparable machines I have an an order of magnitude better performance.
This is very hard to debug, but I would say there are two main cases of what could be going wrong.
- Your GPU is damaged or you use corrupted drivers. Outdated drivers alone cannot explain the numbers you report. It could also be the mainboard, although somewhat unlikely.
- You have another VRAM intensive app running on this machine. Cinema 4D and this app then play the VRAM memory battle, causing data to be constantly cycled in and out of VRAM, causing the performance dips. But this is somewhat unlikely as you probably would be aware of this.
What I would do:
- Update all your drivers.
- Go into
Preferences/Viewport Hardwareand start dialing knobs to see if you can make a difference. Cinema 4D has unfortunately not a software viewport renderer anymore with which you could do a baseline test. - Use a GPU monitoring tool (like MSI Afterburner) to see if your GPU is running at full load, or if there are spikes in VRAM usage. There are also more fancy tools with which you can monitor memory allocations over time.
- Run GPU tests such as FurMark or 3DMark to see if your GPU behaves stable there.
- Install a different GPU (not fun to do, but the best way to rule out hardware issues).
There could also be a bug in Cinema 4D but with numbers as shown below that strikes me as a very unlikely cause. This sounds more like damaged hardware or a really nasty driver issue.
- laptop with ~60 FPS (Quadro 2000)
- on my workstation with ~8 FPS (RTX 3090)
Cheers,
Ferdinand












. We, however, went with a fix removing the offending call instead of fixing the incorrect progress handler method (which was the issue).