For a long time here at Puget Systems, we have been putting together computer hardware recommendations for a wide range of applications. A lot of that advice is gathered from the far corners of the internet, by a range of different folks here within our company, but our Labs team delves especially deep into certain software and workflows. As such, we are beginning to brand some of our recommended systems with an additional “Labs Certified” status – and I wanted to take a moment to give you some details on why we are doing this and what it means for you, our customer.
Changes coming to the UnrealBench test suit
The more we dive into Unreal, and talk with users, the more we learn what needs to change in our test suit. After a few rounds of testing, some shortcomings have been exposed, and some new features have become available. We’ll go over the plan to fix these and ask if you have any additional suggestions.
Unexpected Data
A lot of what we do in Labs is somewhat predictable. But what we are really looking for is the unexpected.
Out of the 3ds Max frying pan and into the AutoIt fire.
I begin a decent into automation tools to build a installer for the benchmark tool.
A week of ups and downs
This was a pretty wild week. Well… as wild as being stuck at home writing code can be.
Making the benchmark more flexible
With much of the scripting done, I turn my attention to making the benchmark somewhat customizable.
The Search for Scripts Continues
After a couple weeks of smooth sailing, things get a bit rocky.
Scripting in 3ds Max
This week we continue the development of a new benchmark and dive into scripting within 3ds Max
Developing a New 3ds Max Benchmark
An ongoing series on creating a benchmark, from inception to completion. This week, identifying areas of 3ds Max that hardware creates slowdowns or bottlenecks.
3D Artist Joins the Labs Team
As the newest member of the Puget Systems Labs team, I’d like to take a moment to introduce myself and give a brief glimpse into what we have planned.