Oops
https://fstormrender.ru/fstorm-1-2-5/
Goldorak wrote:Whatever the speed hit is, this is not from geometry processing in the V4 core, which someone on FB confirmed is working as expected when collapsing the objects to single mesh - e.g. V4 gets the speed to 10 million polys loaded in 3 seconds, so 70 million polys would be 20 seconds to load. This is how it should be, so we'll have to investigate what is going on with multiple objects slowing things down - can we confirm this speed hit is identical in both V3 and V4.
As for memory consumption, hardware texture compression of 4:1 to 8:1 will be working in RC1, and for geometry, fast out of core goemtry was put ahead of thinning geometry footprint in this release. In V1,V2 - geometry was 2/3 the size, but that came at the expense of many things that V3 added - think about the state of network rendering or volumetrics pre-V3.
We have a plan to get back to the V1/2 geometric memory footprint even as we add more features beyond V4, but that has to wait until we are done with a new primitive system going in 2018.1, which we will share more on next week.
neonZorglub wrote:The slow scene evaluation with many objects mainly comes from the 'Use obj render settings' option in the Kernel settings.
I did a test with a scene with 5500 cubes. The evaluation time was :
105.80 sec when turned on
1.06 sec when turned off !
This option allows to get a correct mesh from all the potential modifiers attached to the object and other settings.., but might not be needed in most cases..
I'm investigating the best way to fix this issue in a generic way, probably by moving this option on a per object basis, in the octane object properties..
Another option, the Refresh time (ms) that was recently set to 0 by default can slow down a little bit the evaluation step, and the rendering with many objects when using the viewport..
You could increase it to 10 ~ 30 ms when working with such scenes, at the cost of a less interactive viewport
neonZorglub wrote:The slow scene evaluation with many objects mainly comes from the 'Use obj render settings' option in the Kernel settings.
I did a test with a scene with 5500 cubes. The evaluation time was :
105.80 sec when turned on
1.06 sec when turned off !
This option allows to get a correct mesh from all the potential modifiers attached to the object and other settings.., but might not be needed in most cases..
I'm investigating the best way to fix this issue in a generic way, probably by moving this option on a per object basis, in the octane object properties..
Another option, the Refresh time (ms) that was recently set to 0 by default can slow down a little bit the evaluation step, and the rendering with many objects when using the viewport..
You could increase it to 10 ~ 30 ms when working with such scenes, at the cost of a less interactive viewport
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