POV-Ray : Newsgroups : povray.binaries.animations : radiosity in animation-- a partial solution to 'flicker' : Re: radiosity in animation-- a partial solution to 'flicker' Server Time
19 Apr 2024 16:51:23 EDT (-0400)
  Re: radiosity in animation-- a partial solution to 'flicker'  
From: Alain Martel
Date: 9 Dec 2020 12:48:20
Message: <5fd10de4$1@news.povray.org>

> William F Pokorny <ano### [at] anonymousorg> wrote:
>> On 12/6/20 6:58 PM, Kenneth wrote:
>> BTW, real-time-raytracing automatically uses only 1 thread, as far as I can
>> tell from POV-ray's message pane.
>>
>> Oh, at least in my environment, I see all processors used.
>>
> 
> Hey, you are correct! The Windows version's message pane is returning the wrong
> values; RTR *is* using both of my Win 7 machine's 2 threads. (I did a test to
> confirm this, changing v3.8's Work_Threads from my default of 2 to 1, and a
> complete loop of the first RTR animation proceeds twice as fast.)
> 
> The message pane reports only this info, regardless of the Work_Threads setting:
>         Parse time... using 1 thread
>         Bounding time...using 1 thread
> 

Can't be otherwise. Parsing and bounding are strictly sequential, single 
thread, operations.
Photons shooting IF multiple lights or target, radiosity pretrace and 
render are the steps that can use all of your cores.


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