Cancel
Showing results for 
Search instead for 
Did you mean: 

ST10 Win7 Lag

Creator
Creator

Hi

 

I'm having problems with graphical capabilities. If I rotate the model then all wireframes dissapear and if I stop the model then computer starts to recalculate new wireframes and lags until new wireframe is calculated. I'm having only 20+ parts in my assembly. The same happens also in part modeling environment with simple 2 to 4 featured (extrude/cut/holes) parts with dimensions 20x20x4mm.

 

Also when creating or editing parts or sketches, it's uncomfortable to select planes and contours due to feelable unresponsivness.

 

I have tried different graphics drivers, different SE graphics settings and different Quadro settings, Nothing seems to be helping. I have reinstalled Solid Edge which didnt help either

 

Current installation is SE - ST10 - Maintenence pack 3

Im using Lenovo W530 Workstation with Win7 Pro Sp1 64bit 

Computer specs are:

i7 - 3840QM

Quadro K2000M

12GB RAM

256 SSD

20 REPLIES

Re: ST10 Win7 Lag

Phenom
Phenom
It seem that Solid Edge doesn't use the Quadro card, have a look at this article:

https://support.lenovo.com/at/en/solutions/ht082304

Re: ST10 Win7 Lag

Creator
Creator

I'have left this out from my previous text that computer has forced to use dedicated graphics and disabled optimus from BIOS to rule out this problem.

 

Sorry.

Re: ST10 Win7 Lag

Phenom
Phenom
In Solid Edge Options - View - Application Display it is selected "Graphic Card Driven (Advanced)" ?

Re: ST10 Win7 Lag

Creator
Creator

Under SE Options View tab:

Graphics card driven (advanced) is selected

View transition is faster

Culling has disabled (took away this wireframe hiding problem, now seems to just calculate somthing and create unresponsive moment after stopping model)

Arc smoothness - 3

Auto sharpen - off

Anti-alising - low

Floor reflection 25%

 

Disabled are:

Shading on selection (also made things little better)

Use shading on reference planes

process hidden edges

display drop shadows

 

I'm transfer user from SolidWorks and I worked with it quite the time. SW was very sharp and quick when selecting surfaces and contours. SE feels wery slow comparing my experience. Mybe it has to be this way? 

I'm using same hardware as SW.

 

Edit

 

Passmark online gives baseline of 1082 points to the graphics card, I get 1141 points with PassMark 9.0. Assumption can be made that the video card is working properly. 

 

Any guesses?

Re: ST10 Win7 Lag

Valued Contributor
Valued Contributor

My experience of Solid Edge is that it is far more responsive than Solidworks.


I've only had issues with selection when perspective was turned on.
See item 2 here: https://community.plm.automation.siemens.com/t5/Solid-Edge-Blog/Tips-and-Tricks-from-Forum-Users-17/...

Solid Edge ST10 MP10 - Windows 10 - K2000

Re: ST10 Win7 Lag

Creator
Creator

Hey

 

I wouldn't say it helps at all. After clicking on part in assembly mode the appearing menu of edit definition and edit in place menu blinks/flashes 2-3 times and after that the item will be selected. About second after mouse click I would say. Also if i'm draging the same menu around, it laggs behing like in windows when graphics drivers are not installed. 

 

Are there any troubleshooting tools where I could check that SE is using quadro?

 

I'm completly out of ideas and working like this is quite frustrating!

 

 

Best regards!

 

Re: ST10 Win7 Lag

Gears Esteemed Contributor Gears Esteemed Contributor
Gears Esteemed Contributor

@MartMl  I have seen an issue similar to that on a PC where the memory module was not seated correctly.  Solid Edge ran slowly and we identified it because the user had previously been working fine and the only change was that IT had installed additional memory.  Reseating the memory fixed it.

 

Other than that, I'm assuming you loaded the latest NVIDIA graphics driver from LENOVO?  Do not use the laptop driver directly from NVIDIA as it is only a reference driver for the OEMs that make your laptop to use to generate theirs.



Ken
Production: ST10 MP9, Testing: SE 2019
http://Grundey.blogspot.com

Re: ST10 Win7 Lag

Phenom
Phenom

@MartMl wrote:

 

 

Are there any troubleshooting tools where I could check that SE is using quadro?

  


You can try to run this tool while using Solid Edge:

 

C:\Program Files\Solid Edge ST9\Program\SESysInfo.exe

 

On my system give this result about video adapter:

 

 Solid Edge ST9 64-bit information:
   FileVersion: 109.00.00.111
   ProductVersion: 109.00.12.003 x64
   Elapsed session time: 0:03:59:55
   Cumulative session time: 8:19:41:38
 System information:
   Sold-to ID: 1252254 - FIORINI INDUSTRIES SR
   Owner: Francesco Arfilli
   Company: Fiorini Industries
   User: Stazione41
   Computer: PC-ARFILLI02
   Operating System: Microsoft Windows 10 Pro  64 bit (Italian) 10.0.16299
 Processor information:
   Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz, GenuineIntel
   Physical:1, Core:4, Logical:8, HT:Enabled, Clock:3.401Ghz
 Global memory status (inuse/avail/total):
   Physical: 5968MB/2143MB/8112MB, PageFile: 11008MB/2450MB/13458MB, Virtual: 37919MB/134179808MB/134217727MB, Load: 73%
   Process: 3,86GiB (committed), 33,17GiB (reserved), 131034,97GiB (free)
   GDI objects: 1476, USER objects: 368
 Video adapter information:
   Adapter: NVIDIA, NVIDIA Quadro K2200, 22.21.13.8590
   ChipSet: Quadro K2200, Integrated RAMDAC, 4096MB
   Bios Info: Version82.7.a4.0.6
   GDI Driver: CDD.DLL (0.0.0.0)
   ICD Driver: nvoglv64.DLL (22.21.13.8590)
   Topology: Heterogeneous(Aspect,DPI,Model,Resolution,Vendor),DPIAware
   Display: L226WA:1680x1050@60Hz:{v=90|p=90}dpi:100%:NVIDIA:DVI; HP E271i:1920x1080@60Hz:{v=81|p=81}dpi:100%:NVIDIA:DP_EXT:P
   ActiveData: NVIDIA | NVIDIA Quadro K2200 | 22.21.13.8590 | WIN8 | HX | HX | DL,SL,MB
   AutoConfig: NVIDIA | Quadro | * | * | HX | HX | DL,SL,MB
 Application information:
   AppDisplay(AC,HX);RegionMode(FBO);Stereo(No);3DI(No);Effects(DC,MA,TF,MF);Scale(100%);
   Culling(Yes,20%);DynTransition(Yes,50%);AutoSharp(Off);Shaded(RP,HL);Glow(1);GAA(None);GFR(100%);
 Addin information:
   *Solid Edge Illustrations Exporter

 Runtime preferences:
   ArcQuality(3),Sharpness(2),Stereo(No)

Graphic View Information:

 ================================================================================
 CoreView [0x0000000080022788]:
 ================================================================================
  IPAmode = JVIEWINPLACEMODE_NORMAL
  JViewSpace = JVIEWSPACE_3DCAMERA
 ================================================================================
 Container View [0x00000000800220C8]:
 ================================================================================
 Video adapter information:
   Adapter: NVIDIA, NVIDIA Quadro K2200, 22.21.13.8590
   ChipSet: Quadro K2200, Integrated RAMDAC, 4096MB
   Bios Info: Version82.7.a4.0.6
   GDI Driver: CDD.DLL (0.0.0.0)
   ICD Driver: nvoglv64.DLL (22.21.13.8590)
   Topology: Heterogeneous(Aspect,DPI,Model,Resolution,Vendor),DPIAware
   Display: L226WA:1680x1050@60Hz:{v=90|p=90}dpi:100%:NVIDIA:DVI; HP E271i:1920x1080@60Hz:{v=81|p=81}dpi:100%:NVIDIA:DP_EXT:P
   ActiveData: NVIDIA | NVIDIA Quadro K2200 | 22.21.13.8590 | WIN8 | HX | HX | DL,SL,MB
   AutoConfig: NVIDIA | Quadro | * | * | HX | HX | DL,SL,MB Render Manager Info [pThis=0x0000000051024780,RID=0]:
   Time since last probe: 46,0000
   Updates = 0, 0,0000sec, Draws = 0, 0,0000sec, Total Display = 0,0000sec
   Features = [0x01011d23], JRENDER_2D, JRENDER_3D, JRENDER_OPENGL, JRENDER_DOUBLEBUFFER, JRENDER_HARDWARE_BACKINGSTORE, JRENDER_ENABLE_LISTS, JRENDER_ENABLE_MULTIBUFFER, JRENDER_WINDOW
   Mode=DISPLAY, ActiveModule=3DMODEL, DrawType=OpenGL (Hardware Advanced), RegionMode=FBO
   InWindowMode = 0(a)/0(w)
 DrawObject Info:
  HID/RID/BID=0000000001/0/1, Type=HUD, Priority=2147483647, Color=NO_COLOR, Size=1
    DrawGeometry(IJGraphic(properties=(0x2000)))
  HWND=0x0000000000310912, HDC=0x0000000038012375, HBITMAP=0x0000000000000000, WxHxD=1891x830x32
  HGLRC=0x0000000000020004(current), PixelFormat=15; Bits(c=32,a=0,A=64,z=24,s=8,u=0,o=0); MSAA=(16,enabled); Features=(PFD_DRAW_TO_WINDOW, PFD_SUPPORT_OPENGL, PFD_DOUBLEBUFFER, PFD_SWAP_COPY)
    VendorInfo = NVIDIA Corporation, 4.5.0 NVIDIA 385.90, Quadro K2200/PCIe/SSE2, GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control , WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_gpu_affinity WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle WGL_NV_swap_group WGL_NV_video_capture 
    VideoMem = 4,00GiB total, 3,35GiB avail, 590,96MiB in 2248 vbos, 23,99KiB in 227 lists, 
    ListUsage = (O:0, T:26112, G:3951, I:0, E:0, C:0)
    ActiveData = NVIDIA | NVIDIA Quadro K2200 | 22.21.13.8590 | WIN8 | HX | HX | DL,SL,MB
    AutoConfig = NVIDIA | Quadro | * | * | HX | HX | DL,SL,MB
 Module3d Info:
   Frames = 0
   Tessellation = 0
   LOD = 0 (high), 0 (med), 0 (low), 0 (total)
   Culling = 0 (VF), 0 (SO), 0 (AD), 0 (total)
   Objects = 0 (direct), 0 (indirect), 0 (batched), 0 (total)
JConverter
 DrawObject Info:
JRender2dBase

Re: ST10 Win7 Lag

Phenom
Phenom

Try with anti-aliasing and floor reflections off.

HP Z420 16GB RAM
Quadro K4000
ST10 MP6 on Windows 10 Pro 64.