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Thread: mr 3.7 vs mr 3.6 render speed

  1. #1
    Join Date
    Feb 2009
    Posts
    1

    Default mr 3.7 vs mr 3.6 render speed

    Hi. I noticed huge increase of render time in new mr 3.7 compaired to mr 3.6 in xsi 7.01. I tried both bsp1 and bsp2, but whatever I did 3.7 looks always slower than old one.

    wallclock 0:15:53.95 for rendering 7.5 bsp2
    wallclock 0:16:18.30 for rendering 7.5 bsp1

    wallclock 0:11:32.08 for rendering 7.01 bsp1

    Other tests give me similar results.
    XSI 7.5 Scene


  2. #2
    Join Date
    Mar 2009
    Posts
    1

    Default

    MR 3.7 is much slower than the previous versions. My workteam tried to work in the new version, unfortunately the new version was much slower in large and small scenes. I want to know why these assumptions need?

  3. #3
    Join Date
    Jan 2005
    Posts
    197

    Default

    I think in 3.7 there's some Final Gather tweaks to fix some of the black splotch problem.
    So it could be that.
    I guess you could test how long the final Final Gather takes.
    I also thought area lights were faster in 3.7.

    cheers

  4. #4
    Join Date
    Mar 2005
    Posts
    56

    Exclamation

    i'm not an xsi user, but i also got some problem in 3.7
    can you tell me what kind of light do you have in your scene?
    if you can access to the information window, just copy the FG and raytrace statistics and compare the two version, is something like:

    RCFG 0.3 info : depth #finalgather points
    RCFG 0.3 info : 0 2350
    RCFG 0.3 info : ray type number
    RCFG 0.3 info : eye 32618
    RCFG 0.3 info : shadow 38270
    RCFG 0.3 info : finalgather 235000
    RCFG 0.3 info : balancing updated finalgather map (2350 points)
    RCFG 0.3 info : wallclock 0:00:00.70 for computing finalgather points

    and:

    RC 0.3 info : rendering statistics
    RC 0.3 info : type number per eye ray
    RC 0.3 info : eye rays 28462 1.00
    RC 0.3 info : shadow rays 74968 2.63
    RC 0.3 info : fg points interpolated 9371 0.33
    RC 0.3 info : on average 19.89 finalgather points used per interpolation

    also, try to see if the problem is the FG generation or the raytracing part

    thanx

    mat

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