Awesome, thanks for the update. Sounds like things are now performing as 
originally intended.

Thanks so much for tracking down the inlining problem. I never would have 
spotted that.


> On Jun 14, 2017, at 3:16 AM, Stefan Werner <[email protected]> wrote:
> 
> 
> 
> On Fri, May 12, 2017 at 3:53 PM, Larry Gritz <[email protected] 
> <mailto:[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 
> <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
> 

--
Larry Gritz
[email protected]


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