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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