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5 Jul 2024 09:24:48 EDT (-0400)
  NEW: Rendering on multiple PC's with many CPU's (Message 21 to 24 of 24)  
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From: Francois Piednoel
Subject: Re: How it works.
Date: 12 Aug 2002 17:26:09
Message: <3d5827f1@news.povray.org>
Well, since PovRay 3.5, you get 35% performance increase on Pentium(r) 4,
you can increase the quality of it by 35% :-P

seriously, Moore's Law will not finish soon, so, every 18 months, you get
double processing power, and I don't think it will never be enough.

Francois




news:3d59061f.171986132@news.povray.org...
> On Mon, 12 Aug 2002 15:37:44 +0200, "Theo Gottwald *"
> <The### [at] t-onlinede> wrote:
> >However, I believe that next generation computers can render nearly
anything
> >as fast as necessary.
>
> Hah! I've been messing around with POV-Ray for 10+ years and the only
> thing added cpu power does is to make things that was too heavy
> bearable. You still end up with more or less the same render-times,
> you can just do more computationally intensive scenes. Once 320x200
> was high-res, AA was only for the final trace and stuff like media and
> radiosity was a pipe dream. Now I have at least 200 times as much cpu
> power and it's still relatively easy to design scenes that takes days
> to render, same as the old days. The scenes just look a bit nicer :-)
>
> /Erkki


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From: Rick [Kitty5]
Subject: Re: How it works.
Date: 12 Aug 2002 18:30:35
Message: <3d58370b@news.povray.org>
Theo Gottwald * wrote:
> I doubt most people want to sent their scene-files through the net for
> getting them rendered piece by piece.

it can be done in such a way that the person donating the cpu time sees the
rendering image however all source code is inaccessable....

> However, I believe that next generation computers can render nearly
> anything as fast as necessary.

I have been poving for years, my renders took all night on a 486sx25, and
they still take all night on my p3-650 - in fact the last few have taken
DAYS (one of the reasons I have not poved in a while)

> However, rendertime-sharing could be an option for an future release.

I say start with it as main feature, that way the implamentation will be
ideal and not some tagged on after thaught - something like this would drive
povray well beyond the realm of all current 3d render engines.

--
Rick

Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
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From: Theo Gottwald *
Subject: Re: How it works.
Date: 13 Aug 2002 00:23:08
Message: <3d5889ac@news.povray.org>
I've just tried to render NEWDIFFRACT with a dispersion value of 120.
Thats even with my 6,4 GHz System really slow.
Maybe I agree ... :-)))

However - even if NVIDIA makes it true and does raytracing in hardware
WHO doesn't want to render "New York from the air" (many object ...).

So we are back again that NO computer ever will be fast enough ...

--Theo


news:3d59061f.171986132@news.povray.org...
> On Mon, 12 Aug 2002 15:37:44 +0200, "Theo Gottwald *"
> <The### [at] t-onlinede> wrote:
> >However, I believe that next generation computers can render nearly
anything
> >as fast as necessary.
>
> Hah! I've been messing around with POV-Ray for 10+ years and the only
> thing added cpu power does is to make things that was too heavy
> bearable. You still end up with more or less the same render-times,
> you can just do more computationally intensive scenes. Once 320x200
> was high-res, AA was only for the final trace and stuff like media and
> radiosity was a pipe dream. Now I have at least 200 times as much cpu
> power and it's still relatively easy to design scenes that takes days
> to render, same as the old days. The scenes just look a bit nicer :-)
>
> /Erkki


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From: Theo Gottwald *
Subject: Re: How it works.
Date: 13 Aug 2002 00:48:22
Message: <3d588f96$1@news.povray.org>
Intresting to hear that in the P IV the bottleneck is NOT in the execution
units.
However its believable. 35% Sounds really more then I have expected.

Hopefully you've implemented this system in the upcoming Unreal Tournament 2
also :-). If this game will have SMP-Support I am shure many people will go
and buy the new P IV.
As I said before: the market needs the "Multi-CPU" Technology cause the
today processors use
a lot of calculation power for branch-prediction and pre-calculations that
get never "real".

Then at last there is the "chicken-and-egg" question: There is no
SMP-Software
also noone buys SMP-Hardware.

So we can be happy about any program and any new step that goes into this
direction.

About the SMPOV-Program:

1. I have translated the page into english so its better understandable !

2. You can download the "exe"-Files to test on your systems/Network
    which speed increase you get this way. I hope you have W2k.

3. http://www.it-berater.org/smpov.htm

4. It's to proof that this system works, it gives a significant speed
increase and all the pic's I have rendered so far have been ok.

5. The next version is more in english and its already "on the way".
(Animation support !)

6. It's compatible with any future version of POV-Ray, thats what I want.

7. It will also support your SMP-Version (however it should run on my Dual
PIII as well :-).

--Theo




"Francois Piednoel" <fra### [at] intelcom> schrieb im Newsbeitrag
news:3d5827f1@news.povray.org...
> Well, since PovRay 3.5, you get 35% performance increase on Pentium(r) 4,
> you can increase the quality of it by 35% :-P
>
> seriously, Moore's Law will not finish soon, so, every 18 months, you get
> double processing power, and I don't think it will never be enough.
>
> Francois
>
>
>

> news:3d59061f.171986132@news.povray.org...
> > On Mon, 12 Aug 2002 15:37:44 +0200, "Theo Gottwald *"
> > <The### [at] t-onlinede> wrote:
> > >However, I believe that next generation computers can render nearly
> anything
> > >as fast as necessary.
> >
> > Hah! I've been messing around with POV-Ray for 10+ years and the only
> > thing added cpu power does is to make things that was too heavy
> > bearable. You still end up with more or less the same render-times,
> > you can just do more computationally intensive scenes. Once 320x200
> > was high-res, AA was only for the final trace and stuff like media and
> > radiosity was a pipe dream. Now I have at least 200 times as much cpu
> > power and it's still relatively easy to design scenes that takes days
> > to render, same as the old days. The scenes just look a bit nicer :-)
> >
> > /Erkki
>
>


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