It mostly come down to this... if frame is rather fast to render go with 1` GPU per frame, if it takes a bit longer 2 per frame is sweet spot. Makes not much sense to go over 2GPU per frame due to scaling. 2 cards is almost 2x speed 3 cards ~2.4x 4 cards ~2.9x If I recall some of the measuring we took. But still 4 GPU per render node is good combo, less space taken, less licences cost, less strain on network etc...
On Tue, Jan 19, 2016 at 9:52 AM, Matt Morris <[email protected]> wrote: > When I was at A Large Evil Corporation we replaced around 40 cpu nodes > with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around > 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per > gpu. > > On 19 January 2016 at 00:39, Artur Woźniak <[email protected]> wrote: > >> SO the question. >> How do you setup your farm. Which is better? Multiple cards per frame or >> a card per frame? >> >> Artur >> >> 2016-01-19 0:50 GMT+01:00 Tim Crowson <[email protected]>: >> >>> We're use a 'garden' really... about a dozen dedicated machines, most >>> with 2xTitanX cards, and we have some workstations that can kick in if >>> needed. You can get through a lot with far less than before. And if you >>> need to upgrade, just pop in a different card. We went from dual 770s to >>> dual TitanXs with zero hassle and the performance improvement was as >>> expected: awesome. >>> >>> -Tim >>> >>> >>> >>> >>> On 1/17/2016 11:38 AM, Graham Bell wrote: >>> >>> I'd really like us to look at Redshift but too embedded with Vray. >>> Keeping an eye on the possible Max integration as that could turn heads. >>> How big a farm are people using for Redshift, because we do a lot of >>> rendering. >>> On Fri, 15 Jan 2016 at 16:57, balazs kiss < <[email protected]> >>> [email protected]> wrote: >>> >>>> Hi Morten, >>>> >>>> we're also on redshift here, and I've made another small studio to >>>> switch too ( by showing a few frames and the corresponding render times ).. >>>> great stuff :) >>>> >>>> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel <[email protected]> >>>> wrote: >>>> >>>>> Loooooove RS! Switched over after briefly playing with Vray and never >>>>> looked back. It has been amazing so far. >>>>> >>>>> Kris >>>>> >>>>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < <[email protected]> >>>>> [email protected]> wrote: >>>>> >>>>>> I thought they mentioned having rendermaps in soft actually working >>>>>> partially, they were just looking for a method on how to implement it >>>>>> across the board. >>>>>> I could be completely wrong though. Either way i would like the >>>>>> volumes more :), sorry baking guys. >>>>>> >>>>>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < <[email protected]> >>>>>> [email protected]> wrote: >>>>>> >>>>>>> I'd say the timescale for rendermapping/baking will be months rather >>>>>>> than weeks - seems like complex volume rendering will come before >>>>>>> baking. >>>>>>> >>>>>>> On 8 January 2016 at 09:28, Ognjen Vukovic < <[email protected]> >>>>>>> [email protected]> wrote: >>>>>>> >>>>>>>> It wasn't supported up till now, I think they will be introducing >>>>>>>> it in the coming weeks. >>>>>>>> >>>>>>>> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling < >>>>>>>> <[email protected]>[email protected]> wrote: >>>>>>>> >>>>>>>>> sorry for the potentially silly question, but how is redshift with >>>>>>>>> Rendermap? we use it extensively with MR, and would need redshift to >>>>>>>>> have >>>>>>>>> the same capability >>>>>>>>> >>>>>>>>> James, >>>>>>>>> >>>>>>>>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy < >>>>>>>>> <[email protected]>[email protected]> wrote: >>>>>>>>> >>>>>>>>>> Wow, it is quite impressive what an impact Redshift has made >>>>>>>>>> already. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> I have done a fair amount of testing with Redshift too and find >>>>>>>>>> on average scenes to be 5-10 times faster than Arnold with comparable >>>>>>>>>> quality, plus a number of things are simpler to set up the way you >>>>>>>>>> want it, >>>>>>>>>> in part because of the rapid feedback in the renderregion. I have >>>>>>>>>> yet to >>>>>>>>>> test it on really complex scenes, so that will be the next thing to >>>>>>>>>> check. >>>>>>>>>> I agree on a lack of shader support in certain parts, especially >>>>>>>>>> compared >>>>>>>>>> to Arnold/Sitoa, so it is reassuring that Burtnyk and Co are so >>>>>>>>>> responsive >>>>>>>>>> :) >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> We will likely also incorporate it to some extent when it >>>>>>>>>> supports vdb and volumetric rendering and see where it takes us. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Morten >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Den 5. januar 2016 kl. 19:50 skrev "Emilio Hernández" < >>>>>>>>>> <[email protected]>[email protected]>: >>>>>>>>>> >>>>>>>>>> Softimage and Redshift. Best marriage ever! >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> I have 4 licenses. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>>> -- >>>>>>> www.matinai.com >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> -- >>> >>> >>> >>> >>> *Tim Crowson **Lead CG Artist* >>> >>> >>> *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, >>> Nashville, TN 37214 >>> *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com >>> [email protected] >>> >>> *Confidentiality Notice: This email, including attachments, is >>> confidential and should not be used by anyone who is not the original >>> intended recipient(s). If you have received this e-mail in error please >>> inform the sender and delete it from your mailbox or any other storage >>> mechanism. 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