|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hey all. I'm a new pov user, and have been playing with compilation on my
machine. I'm building 3.6 from the source here on the site, using Visual
C++ 2003 Standard Edition. I'm finding my render times are about half as
fast as when I use the binaries from the site on the same scenes. I've
tried compiling in release mode, to no avail. Any ideas?
Many thanks!
-ZA
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
ZainAnak wrote:
> Hey all. I'm a new pov user, and have been playing with compilation on my
> machine. I'm building 3.6 from the source here on the site, using Visual
> C++ 2003 Standard Edition. I'm finding my render times are about half as
> fast as when I use the binaries from the site on the same scenes. I've
> tried compiling in release mode, to no avail. Any ideas?
>
> Many thanks!
> -ZA
POV-Ray provided by the website uses the latest version of the Intel C++
Compiler that was available at the time of that POV version's release.
The Intel C++ compiler is has more optimization capabilities than
Microsoft's (which makes sense, since Intel's CPU engineers are just
down the hall from the compiler writers). This enables the Intel
compiler to produce very fast code.
If you spend a lot of time playing with project and optimization
settings, you can get fairly close with VS 2003 in performance, and even
closer in VS 2005, but you'll never be able to match Intel's own work.
-Ryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Thanks Ryan! Can you (or anyone else here) suggest things to try for the
project and optimization settings in my Visual Studio project? I am
relatively inexperienced doing such things, with most of my skill being in
able to click "Release" or "Debug" :) So if you know how to optimize it
for the pov source, that'd be very helpful.
Many thanks!
-ZA
Ryan Lamansky <Spa### [at] kardaxcom> wrote:
> ZainAnak wrote:
> > Hey all. I'm a new pov user, and have been playing with compilation on my
> > machine. I'm building 3.6 from the source here on the site, using Visual
> > C++ 2003 Standard Edition. I'm finding my render times are about half as
> > fast as when I use the binaries from the site on the same scenes. I've
> > tried compiling in release mode, to no avail. Any ideas?
> >
> > Many thanks!
> > -ZA
>
> POV-Ray provided by the website uses the latest version of the Intel C++
> Compiler that was available at the time of that POV version's release.
>
> The Intel C++ compiler is has more optimization capabilities than
> Microsoft's (which makes sense, since Intel's CPU engineers are just
> down the hall from the compiler writers). This enables the Intel
> compiler to produce very fast code.
>
> If you spend a lot of time playing with project and optimization
> settings, you can get fairly close with VS 2003 in performance, and even
> closer in VS 2005, but you'll never be able to match Intel's own work.
>
> -Ryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
ZainAnak wrote:
> Thanks Ryan! Can you (or anyone else here) suggest things to try for the
> project and optimization settings in my Visual Studio project? I am
> relatively inexperienced doing such things, with most of my skill being in
> able to click "Release" or "Debug" :) So if you know how to optimize it
> for the pov source, that'd be very helpful.
>
> Many thanks!
> -ZA
The best you can really do is, starting with release mode, go through
the project settings and turning on a performance optimization or two,
then building/running POV-Ray, and running a few scenes to see if it
still works. POV-Ray is compatible with most (though not all) extra
optimizations.
-Ryan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|