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Mate Efficiency/Performance
Is there anything documented anywhere on Mating efficiency? ie: which mates are most CPU/GPU taxing, and by how much.
In general I assume a most mates are pretty close to each other except for maybe tangent mates which are more taxing. Group Mates are also more efficient (I think). In my sub-assemblies (that are used in large assemblies) I'll take a few dozen mates to put everything in properly (including hardware), but then once it's all done I'll do a group mate and suppress all other mates. I suspect this makes things smoother in a larger assembly composed of multiple smaller assemblies like this. I remember hearing (in a webinar I think) that a group mate is pretty low-taxing on a CPU. I'm working from home at the moment and using a low-powered laptop PC (only has an integrated GPU) at the moment so keeping it efficient is important to me.
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Comments
That being said, I would assume it would look like this.
Most efficient to least
-Group
-Fasten
-pattern
-planar, parallel
-revolute
-cylindrial, pin-slot
-tangent
-ball
of course a single mate by itself is likely equal to any other. It's when you have many mates, which ones in bulk will slow the system down when trying to manipulate the model.
I rank tangent low on the list, but I have my rubiks model that uses hundreds of tangent mates simultaneously. It runs very smooth with the animation tool, but manipulating the model and adding more mates was not as bad as I would have expected toward the end of the project.
You won't want to add and sub assemblies into a group mate, it case part positions to update irregularly. Meaning you will need to suppress/unsuppress the group mates to get them to update. in the top level assembly.
But I tend to make things always alive. It is too much to remember when and where I need to suppress/unsuppress you know..
As long as you are aware and diligent, that would be an o.k. workflow when performance is an issue.