Hm. It took me a while to figure out what kind of computer you're talking about, but the Chipset gave it away, however, what you list as Chipset is the GPU. The actual chipset is something different, the smaller secondary controllers that belong to the mainboard, modules that don't do anything on its own but connect everything else... it must be a MacBook Pro. Strange, I thought someone who actually do 3D Design would use a Mac Pro with one of those 1000 $ screens, and not a mere notebook computer. Anyway, what you describe is not an error and cannot be avoided.
I have Cheetah 3D on my iMac... a cheap program that's easy to use and not too expensive for someone who does only casually.
It's the graphics card, not the CPU. It has to continuously render a very complex scene on the fly. Pretty much what happens when you click the render button in 3DS Max, just on the fly, continuously. Additionially there is the problem that your graphic card resembles pretty much the absolute minimum. It will have to swap textures a lot, replace it's memory out of the main memory several times a second. It doesn't really help that the game was written for an entirely different graphics API - for DirectX 9 - and must be translated on the fly to OpenGL 2.1, which will sometimes result in redundant library calls, because a given function call cannot be translated one-to-one.
Your CPU must calculate the grid every second anew. I don't know what you render with 3DS, so it's possible you know more about it than I do, but just in case: Every single actor is an own animation, an own set of behavior scripts. Every behavior script depends on the actions of other actors making the complexity rise exponentially. The CPU must computer several animations at once, detect collissions, trace high velocity projectiles etc.
So both your CPU and your graphics card are constantly under full load. The difference between scenes that are more and less difficult to first calculate and then render is not the load on CPU and GPU, but the number of frames your computer can calculate. As soon as one frame is finished the next is processed. That may happen with 3DS Max for a short moment, when you turn around a very complex scene you're working on. But not continuiously. And that means they generate a lot heat.
However, you can play as long as you wish. I don't have a MacBook Pro myself, but they are generally designed to work under full load. Just take care that nothing blocks the vents' exhaust fences. The computer constantly monitors the temperature of critical components and would turn off if the CPU got critical.
Modifié par Schattenkeil, 21 avril 2011 - 09:33 .