Rendering with Deadline is slower then picture viewer

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Yambo
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Hi,

I just understand then while rendering with Thinkbox Deadline (command line actually) the render is slower then picture viewer (few seconds for each frame)
Please find attached screenshots for rendertimes in picture viewer vs same render in Deadline. As you can see each frame rendering with deadline is longer.

What could be the reason for that? Maybe the render the collecting geometry every frame?

Deadline Log for a frame & octane render settings also attached,

Thank you.
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DeadlineLog.txt
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compare.jpg
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I don't have much to offer, but we are testing deadline on a VERY powerful system and EVERYTHING seems to run slower through it. After Effects especially. I have not tested C4D or Octane yet with it. I was assuming we have not set up something correctly, but now i wonder...
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aoktar
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I think it reload all data for every frames. Plugin has complex algorithms to detect just changed parts of scenes.
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Yambo
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Yeah it's reloading all data every frame, and it sucks! If i'm giving more frames per task (10 for example) - it will reload all data each 10 frames, but it cause other problems.

Ahmet, there is no way to get around it?
What is everybody doing? how do you manage your renders without external manager? it's crazy

I'm confused.
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aoktar
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Yambo wrote:Yeah it's reloading all data every frame, and it sucks! If i'm giving more frames per task (10 for example) - it will reload all data each 10 frames, but it cause other problems.

Ahmet, there is no way to get around it?
What is everybody doing? how do you manage your renders without external manager? it's crazy

I'm confused.
Workaround? Huh... I think there no other plugin can do this kind of data optimisations. It's internal and any external tool can't do it.

Sending more frames per package is solution.
Also you can use render queue + octane network render. I bet that would be much faster.
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Yeah. We are still using Render Queue for our Octane files. It's honestly the best solution at the moment. Just have to communicate with the rest of the staff and make priorities known.
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vhannon
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We have had the same issue using Maya+Octane and C4D+Octane with Deadline..

When we monitor the GPU's we never got me than 50% usage. We were able to spawn two concurrent tasks and max out the GPU's. With that we equaled local render times. Problem was it was not stable. Hung frames all over the place.

In the end we went back to the local render que.

Love Octane but larger projects require some sort of render management.

This is an aspect of Octane that needs to be sorted out by Otoy before its ready for primetime. The plugin devs can only do so much.
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aoktar
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vhannon wrote:We have had the same issue using Maya+Octane and C4D+Octane with Deadline..

When we monitor the GPU's we never got me than 50% usage. We were able to spawn two concurrent tasks and max out the GPU's. With that we equaled local render times. Problem was it was not stable. Hung frames all over the place.

In the end we went back to the local render que.

Love Octane but larger projects require some sort of render management.

This is an aspect of Octane that needs to be sorted out by Otoy before its ready for primetime. The plugin devs can only do so much.
For example? This is gpu renderer and takes extra time to prepare geometries. I suppose that you missed this. That's what we talk in previous messages.
Best way to use render queue with Octane Network render option. So plugin will not spend extra time on geometry re-uploading for every frames.
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JimStar
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vhannon wrote:We have had the same issue using Maya+Octane ...
You can fine-tune the scene in Maya plugin manually so that it only reloads the needed geometry during animation rendering and does not spend the time on not moved/deformed geometry. If it is done properly it can improve the overall rendering speed dramatically.
https://docs.otoy.com/#56Mesh%20geometry%20types
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