|
![](/i/fill.gif) |
George Pantazopoulos wrote:
> You are certainly right to bring up this point, and I have
> considered it as well. However, ssh already does this better than
> anything I could code up, so I felt I shouldn't try reinventing the wheel.
>
Yes, okay, tunnelling over ssh is perfectly okay from the security point
of view. Especially if one can make sure that the POV server port is
not directly accessible from the internet...
> Say we have 20 computers, and each task takes 100 minutes total
> (per computer). 5 percent parse overhead means 5 minutes per computer is
> spent parsing, and the remaining 95 rendering. That means that (20 cpus
> * 5 minutes parsing/cpu = 100 ) cpu-minutes are spent parsing and (20
> cpus * 95 minutes rendering/cpu = 1900 ) cpu-minutes are spent
> rendering. So the complete overhead is 100 cpu-minutes out of the 2000
> total, which is still 5%, not 100%. Remember, my patch only parses once
> per machine, not once per tile :)
>
You're certainly correct here. What I was calculating is: we could render
one complete image from the produced overhead. So, the overhead is
100% of the CPU cycles required to render one image.
> Also, we have a great program called RendView for anims, I'm aiming this
> program at accelerating high-quality stills :)
>
So, if you have any suggestions / improvements or find bugs in this program,
please let me know.
Wolfgang
Post a reply to this message
|
![](/i/fill.gif) |