POV-Ray : Newsgroups : povray.general : Pov-Ray v3.1d Comparison Test Results : Re: Pov-Ray v3.1d Comparison Test Results Server Time
12 Aug 2024 11:15:43 EDT (-0400)
  Re: Pov-Ray v3.1d Comparison Test Results  
From: Fabien Hénon
Date: 22 Feb 1999 13:49:31
Message: <36d1a6bb.0@news.povray.org>
One question : Is there any possibility to download this wonder somewhere ?

Cheers





> Chris Cason asked me to share these early test results with you.
>
>   I have been doing some testing for Chris Cason to compare the
> differences in performance of Pov v3.1b compiled using watcom and
> the Pov v3.1d compiled using msvc6 a c++ compiler. Because there
> was such a performance increase seen in the msvc6 version he also
> sent me a copy of Pov v3.1d compiled with watcom. These are the
> test results I obtained using the three different versions and
> compilers used for the test.
>
>  There are some surprises ahead for you and I believe you will
> be as surprised as I have been. In both compiler versions they
> have been optimised for a Pentium II system but it is evident
> that instructions used for the optimization also help in the
> earlier Pentium I class machines like I use.
>
>  My system:
>  Pentium - 200 mmx 512k cache 128 megs edo ram on a Win98 platform.
>
> Enjoy !
>
> ----------------------------------------------
> First report to Chris compares Pov v3.1d.msvc vs. Pov v3.1b.watcom
>
> Control for Tests:
>
> 1.) All global parameters were allowed to default except GUI and
>     Render Priority were set to highest.
>
> 2.) All background applications were terminated.
>
> 3.) Each set of tests ran sequencialy for each compiled version
>     and no other programs on the system were started in between
>     versions runs.
>
> 4.) All data reported comes from Pov-Ray message window
>
> 5.) Where the system used the hard drive to swap out memory it
>     has been noted as such even though the results indicate it
>     made little difference in the comparison of the two compiles.
>
> Results of Tests Run
> --------------------
>
> -------------------
> Test1 - Sphere Test
> Purpose:
> Test difference between compiles against parsing time using scaleable
> quanities of simple to render but longer to parse objects. In this
> case the sphere objects was choosen as it renders quickly but the
> high numbers increase the parsing time.
>
> Test Objects:
> This test used a nested while loop to produce uniform numbers of 1 unit
> spheres with rgb 1 pigment, default finish, 1 light source and 1 camera.
> Render times will not be accurate as the majority of spheres are outside
> the angle of view of the camera. The important numbers are those showing
> the  parsing time vs. numbers of objects generated.
>
> Comparison Results:
>                                         parse t    render t  swap
>           test  #objects  Peak Memory   Min Sec    Min  Sec  file
> pov 3.1 b    1       100     150,326      0   0      0   6     No
> pov 3.1 d    1       100     155.430      0   1      0   4     No
>
> pov 3.1 b    2      1000     823,778      0   2      0   6     No
> pov 3.1 d    2      1000     883,550      0   2      0   5     No
>
> pov 3.1 b    3     10000   7,737,986      0  10      0  10     No
> pov 3.1 d    3     10000   7,890,322      0  12      0   8     No
>
> pov 3.1 b    4    100000  77,600,314      2  15      0  17     No
> pov 3.1 d    4    100000  79,434,254      1  59      0  15     No
>
> ---------------------
> Test2 - hairball test
> Purpose:
> Test difference between compiles against file that contains a large number
> of objects generated by several nested loops, known to require both large
> amounts of memory, long parsing times, and long rendering times.
>
> Test Objects:
> A mesh of 12 triangles was created. These were used in a nested loop to
> create a patch of triangle objects, This patch was used inside another
> nested loop to create a hemispherical globe - looks like half a hairball.
> The first loop was incrememted from the first test with 25% of it's
> number of objects to 100% in the last test run.
>
> Comparison Results:
>                                         parse t    render t  swap
>           test  #objects  Peak Memory   Min Sec    Min  Sec  file
> pov 3.1 B    1     18631   14,139,656     0  14      3   6     No
> pov 3.1 D    1     18631   14,141,544     0  13      2  44     No
>
> pov 3.1 B    2     51751   38,559,004     0  34      7  17     No
> pov 3.1 D    2     51751   38,560,892     0  30      6  30     No
>
> pov 3.1 B    3    132481   98,081,212     1  39     16  45    Yes
> pov 3.1 D    3    132481   98,083,184     1  42     14  52    Yes
>
> pov 3.1 B    4    207001  153,024,808     8  48     29  10    Yes
> pov 3.1 D    4    207001  153,026,780     6  57     27  25    Yes
>
> Observation: Times were better for both parsing and rendering with
>              less that a 1% sacrifice in the amount of memory needed.
>
> ----------------------------------------
> Test3: Lathe/surperellispoid Object Test
>
> Purpose: test difference between compiles against objects
> requiring higher order math funtions and textures that were both
> layered and reflective.
>
> This test used a 74 point qauadratic spline lathe with a 6 layer
> crackled texture and reflective finish. Also present were a brick
> floor created by placing scaled superellipsiods in place with a
> nested loop - objects were given single pigment but high values
> of reflecion  0.45. A gradient sky_sphere was used to add color to
> the scene so the reflections would have an impact on the render time.
> The slower_yet_more_accurate sturm keyword was used with the lathe object.
>
> Comparison Results:
>                                         parse t    render t  swap
>           test  #objects  Peak Memory   Min Sec    Min  Sec  file
> pov 3.1 B    1        43      171,303         1     37   8     No
> pov 3.1 D    1        43      177,027         1      4   8     No
>
> pov 3.1 B    2        43      171,303         1     37   7     No
> pov 3.1 D    2        43      177,027         1      4   8     No
>
> Note: Since there was such a large difference in the render times
> of v3.1b and v3.1d the test was repeated. A variance of only 1 second
> for four renders supports the results. Amazing !!!
>
> -----------------------------------
>
> Report to Chris #2
>
> A few more render comparisons on the lathe object. What a difference !
>
> 20 point lathe object
>                      3.1d       3.1b
>     cubic_spline    41 sec     9m 57s
>
> quadratic_spline
>          w/sturm    38 sec     9m  6s
>         wo/sturm    23 sec     1m  7s
>
>    linear_spline    22 sec        46s
>
>    bezier_spline    48 sec     3m 38s
>
> ---------------------------------------------
> Report to Chris #3
>
> This last adds the v3.1d watcom compile to the comparisons to see if
> the previous results were a compiler related speed up or a version
> related speed up. It appears it is more version related than compiler
> though the msvc6 version is fastest of the three so far.
>
> Ken
>
> Pov v3.1 d.msvc  vs. Pov v3.1d.watcom  vs. Pov v3.1b.watcom
>
> --------------------------------------------
> 20 point Lathe Using Different Spline Types:
>
>            v3.1d-msvc  v3.1d-watcom   v3.1b.watcom
> quadratic
>  w/sturm        38 s           47 s        9m  6 s
> wo/sturm        23 s           27 s        1m  7 s
>
> linear          22 s           25 s           46 s
> cubic           41 s           53 s        9m 57 s
> bezier          48 s        1m  1 s        3m 38 s
>
> -----------------------------------------
> Objects From Shapesq.inc Comparison Test.
>
>               v3.1d.msvc.win32    v3.1d.watcom.win32  v3.1b.watcom.win32.r1
>               wo/sturm  w/sturm   wo/sturm  w/sturm   wo/sturm  w/sturm
> bicorn             22s       24s       24s      27s        25s      28s
> Crossed_Trough     25s       42s       29s      55s        31s      58s
> Cubic_Cylinder     30s       48s       36s  1m   1s        39s  1m   6s
> Cubic_Saddle_1     30s       46s       37s      57s        40s  1m   1s
> Devils_Curve       31s       46s       36s      57s        40s  1m   1s
> Helix_1            27s       57s       27s  1m   5s        29s  1m  11s
> glob_5          1m 34s    1m 37s   1m  59s  2m   4s    2m   7s  2m   9s
>
> total time      4m 31s    6m  0s   5m  13s  7m  43s    5m  51s  7m   9s
>                 ----------------   ----------------    -----------------
>
> --------------------------
> Traditional Sky_Vase Test:
>                         memory               memory              memory
> Sky_Vase.Pov   2m 16s   150,015     2m  7s   145,095    2m 19s   145,051
>
> ---------------------------------------------
> Lathe/Surperellispoid Object Comparison Test:
>
>                                         parse t    render t  swap
>           test  #objects  Peak Memory   Min Sec    Min  Sec  file
> pov 3.1 b.w  1        43      171,303         1     37   8     No
> pov 3.1 d.w  1        43      171,383         1      4  34     No
> pov 3.1 d.v  1        43      177,027         1      4   8     No
>
> Note: Notice large difference in speed between versions.
>
> ------------------------------
> Large Pov Generated Mesh Test:
>                                        parse t   render t  swap
>           test  #objects  Peak Memory  Min Sec   Min  Sec  file
> pov 3.1 b.w  1     18631   14,139,656    0  14     3   6     No
> pov 3.1 d.w  1     18631   14,139,736    0  13     3   1     No
> pov 3.1 d.v  1     18631   14,141,544    0  13     2  44     No
>
> pov 3.1 b.w  2     51751   38,559,004    0  34     7  17     No
> pov 3.1 d.w  2     51751   38,559,084       33     7   3     No
> pov 3.1 d.v  2     51751   38,560,892    0  30     6  30     No
>
> pov 3.1 b.w  3    132481   98,081,212    1  39    16  45    Yes
> pov 3.1 d.w  3    132481   98,081,292    1  37    16   6    Yes
> pov 3.1 d.v  3    132481   98,083,184    1  42    14  52    Yes
>
> ----------------------------------------------------------------
>
> As you can see from my tests you should expect to see some signifigant
> improvement in your render times with certain types of scenes. On other
> types there will be little gain noticed but with raytracing it's every
> little bit that counts.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net


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