Double Precision for all internal calculations
So that big differences in scale don´t cause problems (like jittering) anymore.
Cinema 4D and many other 3D packages are already double precision.
Problem where scene distance from the origin leads to errors and inaccuracy within Max. This is particularly annoying when working with architects and engineers who create their drawings referencing OS Data. Work arounds exist in the form of moving the data to 0 in cad and then importing, but this is annoying and costly in production. This problem has existed as long as 3dsMax has been developed.
Good request, but not a small annoying thing, moving it to General therefore.
Also see http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests/suggestions/1065805-tool-for-automatically-handling-co-ordinate-offset for dealing with a specific CAD problem that arises from lack of double precision
Cinema4D uses Double Precision since version 12:
(see 3d new feature in list)
It doesn't look as if they needed a full core rewrite for this feature...
Christian Morgan Enger commented
In a perfect world, these systems would stop storing all data in absolute coordinates, and just store an offset number for the coordinate and projection system they use. Letting us import with a centroid placement to xyz 0,0,0 would be a better solution as mentioned in another post, but still some people hand off drawings with "rubbish" and temp items placed all over the place so an average centre would still be way off. AFAIK this problem is exactly the same in Maya, unless it got some upgrade I haven't heard about.
I totally agree with that
even it would take some serious work i still think it worth the effort... maya and xsi have more precise calculations .. after all i guess XBR is for some serious architecture changes
Mark Kauffman commented
This would take some serious re-architecting to accomplish and add a ton of code bloat. Perhaps, what 3ds Max needs is to work with double precision data more effectively. As for the distances, there are ways to address this issue, such as working in feet or meters as the base unit as opposed to inches or millimeters when working on a scene that is very larger as in dozens of miles or km. I did not know that Cinema 4D was double precision.
Just as an explanation for others: Because 3ds Max stores vertex data as 32-bit float values, any object that is very far away from the origin will suffer from precision problems up to a point of not being useful anymore. This is also true for camera positions, for example. This can become a real problem, for example, with GIS data that is modeled in "Earth" coordinates (e.g. WGS84 where XY zero is at Greenwich).