2.00 demo is available - updated

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2.00 demo is available - updated

Postby abstrax » Wed Jun 11, 2014 7:50 am

abstrax Wed Jun 11, 2014 7:50 am
Hi all,

This is just to let you know, that you can download a demo version of 2.00 from the OctaneRender downloads sections in case you would like to try it out.

Cheers,
Marcus

EDIT (13/6/2014): I uploaded a new build, that fixes these three problems:

  • Switched default render priority from "low" to "high".
  • Alembic files larger than 2GB are now loaded correctly on Windows.
  • Made the Windows builds run on Windows XP again.
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Re: 2.00 demo is available

Postby glimpse » Wed Jun 11, 2014 7:53 am

glimpse Wed Jun 11, 2014 7:53 am
wow, that's great news for those who interested in Octane's new features! =)
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Re: 2.00 demo is available

Postby Elvissuperstar007 » Wed Jun 11, 2014 1:44 pm

Elvissuperstar007 Wed Jun 11, 2014 1:44 pm
not the stable
freezes
the displaysment isn't regulated
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Re: 2.00 demo is available

Postby bbeepp » Wed Jun 11, 2014 6:36 pm

bbeepp Wed Jun 11, 2014 6:36 pm
I did a quick benchmark from demo scenes. PT kernel:
1.55 - 6.1 Ms/sec
2.0 - 3.4 Ms/sec

Done on single GTX 780.

Why there is almost 50% slowdown?
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Re: 2.00 demo is available

Postby abstrax » Wed Jun 11, 2014 9:36 pm

abstrax Wed Jun 11, 2014 9:36 pm
bbeepp wrote:I did a quick benchmark from demo scenes. PT kernel:
1.55 - 6.1 Ms/sec
2.0 - 3.4 Ms/sec

Done on single GTX 780.

Why there is almost 50% slowdown?

When I run the demo scene on 1 690 GPU, I get these speeds:
1.55: 3.74 Ms/s
2.00: 2.77 Ms/s
That's a slow-down of ~25%. It's not great, but not 45%. I really don't understand how you got to your numbers.

Just to make sure that we are rendering the same thing, that's how the trench looks like, when opened untouched in 1.55:
trench.png

You may notice that the sun position has changed

To the why: We had to make a lot of changes in the ray-tracing and geometry code, to make displacement, motion blur, hair and rounded edges work. They introduce more complexity and therefor slow-down ray-tracing.

I can't tell you exactly why it's so much slower, because you can't profile CUDA kernels easily, but my running theory is: Since this particular scene mostly tests ray-tracing only (since the textures are trivial), it gets affected more by the slow-down in ray-tracing than scenes with more complex materials. We also had to modify the geometry compilation, so it's possible that we introduced a bug here.

All I can say is that we are currently investigating the performance issues. Unfortunately I can't make any promises that we can solve them very quickly.
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Re: 2.00 demo is available

Postby rund » Wed Jun 11, 2014 10:35 pm

rund Wed Jun 11, 2014 10:35 pm
Thanks a lot for this demo, I've tried it with an Alembic scene exported from Maya and the displacement mapping and motion blur are fast as hell. Lots of fun so far, it's just crazy to see everything update in realtime! :D

I did some speed comparisons (on a GTX 780) with a forest scene and a car scene between this demo and the 1.5 demo and this is what I found:

Forest scene:
- 1.5 PT: 8.43 Ms/s
- 2.0 PT: 7.92 Ms/s
--> 6% speed difference

Car scene:
- 1.5 PT: 15.36 Ms/s
- 2.0 PT: 14.59 Ms/s
--> 5% speed difference

Off to more testing...
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Re: 2.00 demo is available

Postby rund » Thu Jun 12, 2014 5:54 am

rund Thu Jun 12, 2014 5:54 am
One more test, this time an architectural exterior scene from Evermotion

GTX 780, PT kernel:

1.5 demo: 12.83 Ms/s
2.0 demo: 12.14 Ms/s

speed difference: ~5%
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Re: 2.00 demo is available

Postby bbeepp » Thu Jun 12, 2014 9:27 am

bbeepp Thu Jun 12, 2014 9:27 am
abstrax wrote:
bbeepp wrote:I did a quick benchmark from demo scenes. PT kernel:
1.55 - 6.1 Ms/sec
2.0 - 3.4 Ms/sec

Done on single GTX 780.

Why there is almost 50% slowdown?

When I run the demo scene on 1 690 GPU, I get these speeds:
1.55: 3.74 Ms/s
2.00: 2.77 Ms/s
That's a slow-down of ~25%. It's not great, but not 45%. I really don't understand how you got to your numbers.
....
To the why: We had to make a lot of changes in the ray-tracing and geometry code, to make displacement, motion blur, hair and rounded edges work. They introduce more complexity and therefor slow-down ray-tracing.

I can't tell you exactly why it's so much slower, because you can't profile CUDA kernels easily, but my running theory is: Since this particular scene mostly tests ray-tracing only (since the textures are trivial), it gets affected more by the slow-down in ray-tracing than scenes with more complex materials. We also had to modify the geometry compilation, so it's possible that we introduced a bug here.

All I can say is that we are currently investigating the performance issues. Unfortunately I can't make any promises that we can solve them very quickly.


Hi, and thanks for explanation. I'll investigate it more closely later. I compared the same scene and I didn't change anything in it. Maybe it's the the demo issue. I haven't upgraded yet to full 2.00 version.
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Re: 2.00 demo is available

Postby abstrax » Thu Jun 12, 2014 9:26 pm

abstrax Thu Jun 12, 2014 9:26 pm
bbeepp wrote:Hi, and thanks for explanation. I'll investigate it more closely later. I compared the same scene and I didn't change anything in it. Maybe it's the the demo issue. I haven't upgraded yet to full 2.00 version.

I think the slow-down you experienced is because of the render priority. See here and here.
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Re: 2.00 demo is available - updated

Postby abstrax » Fri Jun 13, 2014 12:50 am

abstrax Fri Jun 13, 2014 12:50 am
Just a heads up: I also updated the demo builds. You can find the changes in the opening post.
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