Low End Quadro vs Middle Tier Geforce for 3D Modelling Application

Jayvdiyk2

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Nov 8, 2013
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10,630
Hello everyone,

I have 2 little dumb questions:

1. Which one would be better for 3D applications like Maya? Quadro K600 or a GeForce GTX770?

2. I am having trouble on finding benchmark for this type of uses, what benchmark score is to be focused on when it comes to 3D software purposes?

Thank you!!
 
Solution
Maya viewports default to opengl which is better on workstation cards. http://www.tomshardware.com/reviews/best-workstation-graphics-card,3493-8.html But you could switch to viewport 2.0 which is directx which geforce will handle fine. This really has nothing to do with the limited compute which is present on all geforce not just kepler. Different software will be different and the link I posted shows other software as well.

For modeling purposes, specapc benchmarks is usually what you see. For other 3d purposes, you just look for them specifically. Usually just searching for the software + benchmark will get results.
do not get a gtx 770 for 3d modeling. Nvidia crippled the compute functionality and even the CUDA cores on their kepler gaming cards to make them less attractive then their Quatro cards. If you' were asking about an older 580, or an HD 7950 we could have a debate... but the 6xx and 7xx series nvidia gpus were really purposefully crippled by nvidia in that functionality.
 

Jayvdiyk2

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Nov 8, 2013
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10,630


So a Quadro K600 would beat GTX 770?
 


i never looked at that part... a k600? No... a k600 doesn't have enough ram to do 3d modeling. I was answering more in general about quatro vs gtx cards.

If your choice is between a 770 and a k600 i would get the 770... only because of the ram. Though a 7950/7970 will probably be better then the 770 in everything that's not an OpenGL program.
 
Maya viewports default to opengl which is better on workstation cards. http://www.tomshardware.com/reviews/best-workstation-graphics-card,3493-8.html But you could switch to viewport 2.0 which is directx which geforce will handle fine. This really has nothing to do with the limited compute which is present on all geforce not just kepler. Different software will be different and the link I posted shows other software as well.

For modeling purposes, specapc benchmarks is usually what you see. For other 3d purposes, you just look for them specifically. Usually just searching for the software + benchmark will get results.
 
Solution

richie_92

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Aug 22, 2014
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4,510
There's a lot of misconceptions with the geforce and quadro cards, first let me answer the question the GTX 770 will work far better than the k600, I know this from experience as I work with a Geforce card and have used a quadro 4000 with some bad results.

First of all with Maya set to DirectX the Geforce cards work brilliant, there are the occasional bugs however with the correct Geforce card you can get a good level performance for the same price or much less. Firstly I would advise buying the GTX 770 4gb version as if you're using Maya I'm going to assume there's a possibility you will be using either zsculpt or Mudbox to assist the concept sculpts, or texturing etc etc... one of the limitations of the Geforce line is that they don't have the large memory capacity that the Quadro series gets however you do get a large amount of cuda cores at a higher frequency clock speed, which does help for certain operations. Yes the cards are somewhat flawed but put it this way, the GTX 770 works far better than a quadro 4000 in REAL WORLD conditions I can vouch for this, I have modelled and created quiet complex scenes and the card has handled it way better. now this usually down to the Quadro itself, the Quadro 4000 is wayy to old now in comparison to the GTX 770, however the GTX 770 was replacing a 480 the very 480 that replaced the failed Quadro 4000, both of them cards together didnt cost as much as the Quadro 4000.

So if you want to spend less get a decent amount of performance then get the GTX 770 4gb version, just remember make sure the view-port is in Direct X and hide parts of the scene or model you don't need. My method of handling high density meshes and large texture sizes is simple. segment you're model, create multiple uv's for different areas of the body or objects and model in smaller chunks. When it comes to animating if you plan on animating use a low poly substitute then simply switch the model back when you are ready to render or playblast. once you have modelled you're scene and are ready to render the cpu and ram will take the strain of the large scene size so along as the right methods are used you can create models and entire scenes that a thousand pound Quadro would struggle with.

"If you have the chance to buy an expensive Quadro they do make you're life a lot easier, however it depends on you're current job list, or what clients needs are, most don't need em and get sucked into Nvidias marketing hype."