Use the following best practices to optimize Maya’s performance.
Splitting your scene up into a non-overlapping rectangular grid is also helpful for setting up visibility layers because you can then plan the scene sector by sector. However, note that Maya performs front, back, and side camera frustum culling per object. So, if even one triangle shows up, Maya draws everything.
These are coding tips for hardware shader plug-in writers.
IK, Dependency Loops, and Performance
The ideal workaround is to find and remove the dependency loop. These loops may be difficult to find. For example, A may be translated by a pointConstraint B that uses target C that has a parent D that is rotated by an expression E that has an input from F that is constrained to G which is a child of A. One hint is to look for expressions that have outputs to attributes on many different nodes.
That is, some complex scenes take a long time to evaluate, and you could encounter this when loading a file.
(Note: The 64-bit version of Maya on Windows and Linux provides enough memory space that this issue should not arise.)
If you encounter this problem using Windows XP on a 32-bit system, we suggest you increase the application memory limit of Maya; for instructions on how to do this, see Set Maya to use maximum memory (increase the Virtual Memory limit).
You can also disable the polygon draw cache so that you can more easily load very large files. There is an environment variable called MAYA_DISABLE_POLYGON_DRAW_CACHE. Set it to 1 to disable the polygon draw cache.
If you disable the polygon draw cache, interactive draw performance will be slower. We recommend that you not leave this environment variable set to 1, but instead set it only for working on files that show this problem.
Press the space bar or use the Panels menu to change the current panel configuration. All panels should now be drawing normally. To return to your previous configuration, either press the space bar again, or select the appropriate entry from the Panels menu.