On Fri, May 12, 2017 at 3:53 PM, Larry Gritz <[email protected]> wrote:
> I'll be curious to hear what your new perf numbers are after the inline > fix (was that you? thanks!) and trying all the applicable things from my > previous email. > Oh, things look much better now. sblur/tblur = 1/64 on diffuse rays made a significant difference in the total # of texture reads. I haven't tried it on glossy paths yet. I finally got some time to run some tests regarding performance. When rendering frames from Agent 327*, I noticed barely any difference between using TextureSys or loading all textures into memory - over a two hour render, it was about a minute or two difference . This with all textures on a local SSD - network access could slow things down. * https://www.youtube.com/watch?v=mN0zPOpADL4 Regarding the Windows inlining fix, I ran some benchmarks there too. Again on one of the Agent 327 frames, it's 3h43m before the fix and 3h32m after the fix. On a different scene that's lighter on geometry and render time is more dominated by texture fetches, I'm seeing 1h50m before and 1h38 after - so before, a good 10% of the render time were due to non-inlined methods. -Stefan
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