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Nicolas Calimet <pov### [at] free fr> wrote:
: Needless to ask whether you compiled the different versions with
: the same optimisation flags...
If you read my article again you'll see that I used the Windows version in
both cases. The official 3.1 was the MSVC compile and AFAIR the MegaPov version
was it as well (it's the one downloadable at Nathan's site).
You'll also see that, as I said, there's not noticeable speed difference
when rendering other objects. In some cases MegaPov is even faster than
the official pov.
: Do you use gcc on your Sun devices?
Yes, but that's irrelevant here since I tested this in Windows with the
Windows compiles of both versions.
: Anyway, the difference between official POV and Mega are probably
: due to the enhanced support for all the stuffs you mentionned. In any
: case it requires at least a few tests more per ray (including light rays,
: shadows rays and co).
I know that. What I want is that if there are no special extra features
used, then no extra work is done because of them. That is, if no extra
features are used, then it should render with the same speed as pov3.1.
I don't like the idea of having a 80% slower render time because there
are extra features which I could use but I don't. It's ok if the render is
slower when I use the extra features, but I don't like them slowing down the
render even when I don't use them.
: However I'm not sure this is the real cause of slowing down your
: rendering. Such a difference seems to involve more drastic things. Just
: in case, did you rendered without display and file output ?
The rendering conditions were identical in both cases, so those things
should not matter.
A difference of about 5% to 10% could be understandable, but a difference
of about 80% is not.
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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