Hi, this feature was annonced a while ago (mainly for 1.5), but i have not seen or heard more about it since..
Is it now implemented in 2.0?
https://www.youtube.com/watch?v=4k0sOCf-1dU
Improved light sampling in 2.0?
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Would be interested too.
Any infos?
Any infos?
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
5 months ago they said that the improved sampling did not pan out, and that it will not be implemented. Something like it worked really well on small scenes but did not show any improvements on larger scenes
huh... I remembered the same thing today and wanted to ask... not quiet a good info bcravin gave here 
Do you know the thread, where it was discussed?
I hoped to see some improvements in scenes with heavy light usage in 2.0...

Do you know the thread, where it was discussed?
I hoped to see some improvements in scenes with heavy light usage in 2.0...
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- mark0spasic
- Posts: 146
- Joined: Thu Mar 08, 2012 4:46 pm
here:
http://render.otoy.com/forum/viewtopic.php?f=9&t=36737
The new direct light sampler didn't work as well in real life scenes as in our test scenes: In our test scenes the image converged many times faster than with the old light sampler. We observed a reduction of the render time to get to the same noise level by about 50-80%, i.e. a speedup of 100-400%. But the new sampler introduced a lot of complexity, and GPUs don't like complexity. Not at all. As a result of the added complexity the overall sample rate slowed down a lot (about 10-40%, depending on the scene). But we had the faster convergence, right?
Well no... When we tested more real life architectural scenes, we experienced a bad surprise: Some areas in the image converged quite well, but some areas much worse than with the old sampler. We understand the problem, but we don't have a solution that doesn't introduce even more complexity. In the end we decided that this development was a dead-end and that we should cancel it. I.e. we will not release the new direct light sampler until we have found a better and faster solution.
We know it's disappointing, but be assured that we have tried really hard to get this working and it was quite frustrating to get stuck and not being able to make it work good enough in most cases. I think we will revisit this area not too far in the future.
http://render.otoy.com/forum/viewtopic.php?f=9&t=36737
The new direct light sampler didn't work as well in real life scenes as in our test scenes: In our test scenes the image converged many times faster than with the old light sampler. We observed a reduction of the render time to get to the same noise level by about 50-80%, i.e. a speedup of 100-400%. But the new sampler introduced a lot of complexity, and GPUs don't like complexity. Not at all. As a result of the added complexity the overall sample rate slowed down a lot (about 10-40%, depending on the scene). But we had the faster convergence, right?
Well no... When we tested more real life architectural scenes, we experienced a bad surprise: Some areas in the image converged quite well, but some areas much worse than with the old sampler. We understand the problem, but we don't have a solution that doesn't introduce even more complexity. In the end we decided that this development was a dead-end and that we should cancel it. I.e. we will not release the new direct light sampler until we have found a better and faster solution.
We know it's disappointing, but be assured that we have tried really hard to get this working and it was quite frustrating to get stuck and not being able to make it work good enough in most cases. I think we will revisit this area not too far in the future.
AMD FX 6300, 24 GB RAM, Gigabyte ga-990fxa-ud5, 2x MSI GTX 780 3GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
ok the answer is:
with 2.0 you will need to double the performance of your hw because the core now is 2x slower
Yesterday I was observing that Embree is the answer.
Octane 2.0 is slow because Cuda is not ok and programmers has to invent complex tricks to add new features.
regards
with 2.0 you will need to double the performance of your hw because the core now is 2x slower
Yesterday I was observing that Embree is the answer.
Octane 2.0 is slow because Cuda is not ok and programmers has to invent complex tricks to add new features.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Please send your scenes to Abstrax and Karba and work with them to investigate this. It should not be 2x slower.gabrielefx wrote:ok the answer is:
with 2.0 you will need to double the performance of your hw because the core now is 2x slower
Yesterday I was observing that Embree is the answer.
Octane 2.0 is slow because Cuda is not ok and programmers has to invent complex tricks to add new features.
regards