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
27 Sep 2022 20:51:53 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.


Post a reply to this message

Copyright 2003-2021 Persistence of Vision Raytracer Pty. Ltd.