POV-Ray : Newsgroups : povray.general : USER DOCUMENTATION PROJECT : Re: Was: U.D.P. is now 3.1 vs 2.2 ! Server Time
12 Aug 2024 23:24:14 EDT (-0400)
  Re: Was: U.D.P. is now 3.1 vs 2.2 !  
From: Mike
Date: 31 Jan 1999 01:28:14
Message: <36B3F736.B16A047B@aol.com>
I said prior to 2.2, which introduced bounding as I understand.  This is
part of the article in Ray Tracing News that I based my impression on:

...The POV developers sent me a beta of POVRAY 2.0 so that the snail's
pace of 1.0 could be (massively) improved...

Timings - default size SPD databases (i.e. up to 10,000 objects in a
scene), time in seconds on HP 720 workstation, optimized and gprof
profiled code. Includes time to read in the ASCII data file and set up.
Note that profiling slows down the execution times, so real times would
be somewhat faster in all cases (about 30%); plus, the profiler itself
is good to +-10%. Also, these timings are purely for this machine -
results will vary considerably depending on the platform (see David
Hook's article). Now that I've explained why these are useless, here
goes:  

         	balls   gears   mount   rings   teapot  tetra   tree

Art/Vort         478    1315     239     595      235     84     381
Art/Vort +float  415    1129     206     501      203     72     327
Rayshade w/tweak 188     360     174     364      145     61     163
Rayshade w/grid 1107     412     174     382      145     61    1915
Radiance         289     248     165     601      150     42     197
Bob              402     747     230     831      245     50     266
RTrace           664    1481     813    1343      341    153     372
RTrace c6 m0     652    1428     811    1301      331    155     363
POV 2.0beta+     588    1895     668    1113      306     56     542
POV 1.0        191000 1775000  409000  260000    45000  31000  250000

Here are timing ratios (i.e. 1 is the fastest time for a given test,
with the other timings normalized to this value): 

		balls   gears   mount   rings   teapot  tetra   tree

Art/Vort         2.54    5.30    1.45    1.63    1.62    2.00    2.34
Art/Vort +float  2.21    4.55    1.25    1.38    1.40    1.71    2.01
Rayshade w/tweak  1      1.45    1.05     1       1      1.45     1
Rayshade w/grid  5.89    1.66    1.05    1.05     1      1.45   11.75
Radiance         1.54     1       1      1.65    1.03     1      1.21
Bob              2.14    3.01    1.39    2.28    1.69    1.19    1.63
RTrace           3.53    5.97    4.93    3.69    2.35    3.64    2.28
RTrace c6 m0     3.47    5.76    4.92    3.57    2.28    3.69    2.23
POV 2.0beta+     3.13    7.64    4.05    3.06    2.11    1.33    3.33
POV 1.0       1015.96 7157.26 2478.79  714.29  310.34  738.10 1533.74

...POV 2.0 has an efficiency scheme built in and so is comparable to the
others, so don't get freaked out by the POV 1.0 performance numbers. 

-Mike

Ken wrote:
> 
> Mike wrote:
> >
> > From the benchmarks I've seen for versions prior to 2.2, it would seem
> > there was plenty of time to read the docs ( and War and Peace, Moby
> > Dick, some Encyclopedias...)
> >
> > -Mike
> 
>   I'm not sure that's an altogether fair assesment. You
> have to remember a 386-33 was a fast machine when v2.2 was
> current. I still have v2.2 on my system and use it a couple
> of times a month. It is not that slow and believe it or not
> it handles large triangle files better than 3.1 does.
> Just before I logged on I was trying to get a 4 meg mesh
> file to render. I kept getting syntax errors up the wazoo.
> 
>   I think there is a problem with the way Pov reads the scene
> out of the memory buffer, once the first run is executed,
> instead of off of the disk for each render. I tried repeatedly
> to correct the phantom errors, saved the file, hit the render
> button and the corrected(?)syntax problem reappeared. The
> funny part is there is no real syntax problem in the scene.
> Pov just thinks there is. For some reason I don't think it
> is updating the memory buffer when the file is saved to
> disk. It only occurs on large files but it is frustrating.
> 
> Anyway I gave up, changed the mesh to a union, changed a
> couple of minor version problems and fired up 2.2.
> 
>  Guess what !
> 
> After fixing two degenrate triangles it rendered immediatly
> without so much as a hiccup <hic !>.
> 
> ***And*** the render time was entirely acceptable.
> 
> I guess dos handles memory better than windows does :)
> 
> In conclusion I disagree with your statement.
> 
> --
> Ken Tyler
> 
> tyl### [at] pacbellnet


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