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Am 10.01.2011 21:48, schrieb Le_Forgeron:
> Finite Objects: 4
> Infinite Objects: 0
> Light Sources: 1
> Total: 5
>
> Note: Despite the number of threads (-WT) by default, after a quick
> start, there is mainly one core at 100% and the others off, due probably
> to I/O to disk.
Yes, I guess that's to be expected with a pretty simple scene at high
resolutions: Storing a pixel into the image buffer seems to be taking
more time than computing it.
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Le 11/01/2011 18:45, clipka nous fit lire :
>> Note: Despite the number of threads (-WT) by default, after a quick
>> start, there is mainly one core at 100% and the others off, due probably
>> to I/O to disk.
>
> Yes, I guess that's to be expected with a pretty simple scene at high
> resolutions: Storing a pixel into the image buffer seems to be taking
> more time than computing it.
I hope you won't mind that I change it a bit to get back some real
performance (at the cost of a bit of memory, but using only one core for
I/O when many were sitting doing nothing was just not my taste: now
everyone is working if you do not render in too fancy order...)
64 lines of cache instead of one seems a small price to my happiness.
(Ovus at 19000+ render now in 35 seconds, and about the same time to
write the PNG, instead of taking many many minutes of slow rendering)
( 373.849 CPU-seconds total, but the I/O were really killing the rendering)
I know it's RC2, but I think #5382 might get in, really (please review &
check)
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