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			#1  
			
			
			
			
			
		 
		
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				(unresponsive) winviz.exe
			 
			
			
			Hi, 
		
		
		
		
		
		
		
		
	
	when I try loading about 15 object models very close to each other I get the error message "(unresponsive) winviz.exe" in SteamVR. When I add only half of the objects I have not encountered that problem yet. It works shortly when I load the 15 and increase the spacing between them. I am using a HTC Vive and a free trial version of Vizard. I am running a GTX 1070. Did somebody have similar issues or a solution for this? Is the free trial version maybe limited? Thanks!  | 
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			#2  
			
			
			
			
			
		 
		
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			Does it work if you load the models in a simple script that does not connect to the Vive? 
		
		
		
		
		
		
		
		
	
	Code: 
	import viz
viz.go()
object1 = viz.addChild('object1.osgb')
object2 = viz.addChild('object2.osgb')
.
.
.
object15 = viz.addChild('object15.osgb')
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			#3  
			
			
			
			
			
		 
		
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			I tried it out an it shows very inconsistent behaviour - most of the times when I execute the script it runs very choppy and not smooth at all, but every now and then I have a smooth run.  
		
		
		
		
		
		
		
		
	
	I tried not setting/varying "setMultiSample", but didn't find a clear pattern there. What always works is placing the models further apart. The models I am loading are, taken together, 22MB. Thanks!  | 
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			#4  
			
			
			
			
			
		 
		
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			Maybe this is helpful as well: when I add the models with a wide spacing (it runs smoothly), but then grab a couple of them with the controller and place them close to each other it freezes again...
		 
		
		
		
		
		
		
		
		
	
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			#5  
			
			
			
			
			
		 
		
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			Can you attach a screenshot that shows the render stats when the models are close together and the framerate drops?
		 
		
		
		
		
		
		
		
		
	
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			#6  
			
			
			
			
			
		 
		
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			Yes, of course! 
		
		
		
			It seems I found the main reason for the frame drop: its the collideMesh() I am adding to the models. I attached 2 images, showing the render stats for 2 versions of the same environment, once with and once without collideMesh() for each model. Would be great if there is a way I could still be able to grab, move, and overlap this limited amount of objects. thanks  | 
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			#7  
			
			
			
			
			
		 
		
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			Can you explain the reason for using the collide mesh? Do you need to have physics enabled for grabbing and placing objects?
		 
		
		
		
		
		
		
		
		
	
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			#8  
			
			
			
			
			
		 
		
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			You are right, I rewrote it so that I use the Grabber and that solved it!  
		
		
		
		
		
		
		
		
	
	I didn't use it from the start, as the experience was a bit limiting with larger objects due to measuring the distance to the objects center when grabbing. But in this thread you provided a solution for this and now it works well! Would be great if setting bounding box vs. object center would be an argument in the standard grabber tool! Thanks!  | 
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