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Severe lagging

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Message 1 of 22
mikemussmann
1178 Views, 21 Replies

Severe lagging

mikemussmann
Participant
Participant

Is the New Fusion360 update just slowing everything down ?
Running a very good computer, I am a PC guy, I have been using Fusion360 for CAM for sometime. I was designing today and it is lagging so bad I feel like I should just give up. Funny thing is all I am doing is trimming some lines… it lags and loads extremely slow I'm talking 15 to 20 minutes per edit/ move. I have also tried this on another very capable computer I have with the same results. It is not my internet does not my computer it has to be the software any ideas anyone else having this problem in the last couple days?

0 Likes

Severe lagging

Is the New Fusion360 update just slowing everything down ?
Running a very good computer, I am a PC guy, I have been using Fusion360 for CAM for sometime. I was designing today and it is lagging so bad I feel like I should just give up. Funny thing is all I am doing is trimming some lines… it lags and loads extremely slow I'm talking 15 to 20 minutes per edit/ move. I have also tried this on another very capable computer I have with the same results. It is not my internet does not my computer it has to be the software any ideas anyone else having this problem in the last couple days?

21 REPLIES 21
Message 21 of 22
lichtzeichenanlage
in reply to: Anonymous

lichtzeichenanlage
Advisor
Advisor

Some of my thoughts:

  • Constrain your sketches. This always leads to a more stable design.
  • Fix errors and warnings in your design. This always leads to a more stable and faster design. 
  • One timeline marker was scrolled back. Why?
  • Why are you mixing top level bodies and components? IMHO opinion this leads to several disadvantages  in your design:
    • You can't create joints this way.
    • After you've create a joint you should be able to delete position markers. This should lead to a more stable design and a cleaner timeline.
    • You shouldn't move bodies. IMHO they're not very stable
      • if it comes to changes in your design.
      • if it comes to reusing them in other designs (what you're doing)
      • and they might eat up performance.
    • After you've joint a part, you can remove the position marker from the timeline. It's just cleaner. 
  • Delete unused sketches.
  • Why aren't you using joints?
  • Are all you're top level sketches shared across different components? If not, place them inside of the component. Doesn't effect performance (AFAIK) but it's cleaner and easier to read. 
  • Name your sketches (and best features, too)
  • If you split a body and you don't need parts of the splitted body anymore, you should remove those (not delete)
  • If possible you should apply fillets and chamfers last in your design. It makes your modle more stable especially if you're sketching on faces. If you want to change your model after the e.g. fillets travel back in time.
2 Likes

Some of my thoughts:

  • Constrain your sketches. This always leads to a more stable design.
  • Fix errors and warnings in your design. This always leads to a more stable and faster design. 
  • One timeline marker was scrolled back. Why?
  • Why are you mixing top level bodies and components? IMHO opinion this leads to several disadvantages  in your design:
    • You can't create joints this way.
    • After you've create a joint you should be able to delete position markers. This should lead to a more stable design and a cleaner timeline.
    • You shouldn't move bodies. IMHO they're not very stable
      • if it comes to changes in your design.
      • if it comes to reusing them in other designs (what you're doing)
      • and they might eat up performance.
    • After you've joint a part, you can remove the position marker from the timeline. It's just cleaner. 
  • Delete unused sketches.
  • Why aren't you using joints?
  • Are all you're top level sketches shared across different components? If not, place them inside of the component. Doesn't effect performance (AFAIK) but it's cleaner and easier to read. 
  • Name your sketches (and best features, too)
  • If you split a body and you don't need parts of the splitted body anymore, you should remove those (not delete)
  • If possible you should apply fillets and chamfers last in your design. It makes your modle more stable especially if you're sketching on faces. If you want to change your model after the e.g. fillets travel back in time.
Message 22 of 22
lichtzeichenanlage
in reply to: Anonymous

lichtzeichenanlage
Advisor
Advisor

Possible replacements for moves could be:

  • Create components and join those (especially valid for parts).
  • Sketch in place by using faces or planes.
  • Extrude in place by using "From Object" instead of "Profile Plane"
0 Likes

Possible replacements for moves could be:

  • Create components and join those (especially valid for parts).
  • Sketch in place by using faces or planes.
  • Extrude in place by using "From Object" instead of "Profile Plane"

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