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Le 2023-05-06 à 07:40, Kenneth a écrit :
> "Chris R" <car### [at] comcast net> wrote:
>>
>> What I'm afraid of is that some interaction
>> between anti-aliasing, radiosity, and reflection is causing an infinite loop
>> measuring against thresholds.
>>
>
> That's a really hard-core set of features to throw at POV-ray all at once, ha.
> Especially with isosurfaces added to the mix. I have similar scenes where I had
> to eliminate anti-aliasing altogether, if I didn't want to exclusively tie up my
> machine for days...and this on an 8 core/16 thread machine!
>
> My gut-feeling is that the slowdown for your last block is AA-related.
>
> One suggestion would be to reduce the size of your Render_Blocks. The default is
> 32X32 pixels, I think. I run complex-feature scenes at 8X8, which does improve
> the overall rendering speed on multi-core machines, and *helps* to keep that
> final render block from taking so much time. As Thorsten F. pointed out in an
> earlier post last year, each Render_Block uses an individual core (or thread-- I
> get the two confused.) By reducing the block size, the processor seems to work
> more efficiently, and doesn't have to spend all of its time on a single block
> (with a single core) while the other cores are sitting idle. Or something like
> that!
>
> I may have the technicalities wrong, but a smaller block size can sometimes
> speed-up the render. It definitely works for media and isosurfaces (but I'm not
> patient enough to throw in AA as well; most of my renders lately are just
> relatively quick tests of one thing or another.)
>
Yes, using smaller render blocks can absolutely help with some slower
renders. That is, renders that are not particularly fast and don't tend
to have long I/O pipes in use.
In multithread computing, the cores, virtual cores, used IS the thread
count. Cores = physical aspect. Thread = logical aspect. POV-Ray use one
thread per core/virtual core unless +WTn is used.
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