|
![](/i/fill.gif) |
Christoph Hormann <chr### [at] gmx de> wrote:
>Mael wrote:
>>>Hmm, but this isn't benchmark.pov...
>>
>>
>> Does benchmark.pov have lot of intersections csg ? It seems fair to me to
>> test this patch on a scene that uses it (and perhaps even a lot of it to
>> clearly show the effect of the new algorithm)
>
>The benchmark scene uses a reasonable amount of CSG, a comparison with
I don't think so.
Both of my private builds take about 38min for benchmark.pov (PIV
2.8GHz, 1GB RAM, options are -w384 -h384 +a0.3 +v -d -f -x).
Setting use_photons = use_area_light = show_clouds = show_objects to
false ==> about 114sec both.
Additionally remove the Sockets ==> about 79sec both.
So as a rough estimate the intersection objects only take about 2% of
the total time.
>this scene would show how much gain you can expect in a typical scene.
>You can of course construct a scene where POV-Ray spends 90% of the time
>with CSG calculations but this would not be very realistic.
Yes and no.
Give me a ratio old version <-> new version and i'll give you a scene
that shows a better ratio :-).
This is a problem with benchmarks or measurements generally, you have
to have a close look at the boundary conditions.
IMHO benchmark.pov can be used to benchmark the hardware it is running
on but i wouldn't use it to profile/compare different versions of
POV-Ray on the same hardware.
Andreas
Post a reply to this message
|
![](/i/fill.gif) |