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.
Rendering with Deadline is slower then picture viewer
Moderators: ChrisHekman, aoktar
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4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
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...
1 Dell Z840 with 2x Titan XP's
2 Digital Storm Hailstorm/Win8/32GB/EVGA Titan x4
2 Server blades with 4 Tesla K80's
2 Digital Storm Hailstorm/Win8/32GB/EVGA Titan x4
2 Server blades with 4 Tesla K80's
I think it reload all data for every frames. Plugin has complex algorithms to detect just changed parts of scenes.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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.
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.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0
https://yambo.me
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0

https://yambo.me
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.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.
Sending more frames per package is solution.
Also you can use render queue + octane network render. I bet that would be much faster.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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.
1 Dell Z840 with 2x Titan XP's
2 Digital Storm Hailstorm/Win8/32GB/EVGA Titan x4
2 Server blades with 4 Tesla K80's
2 Digital Storm Hailstorm/Win8/32GB/EVGA Titan x4
2 Server blades with 4 Tesla K80's
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.
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.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.
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.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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.vhannon wrote:We have had the same issue using Maya+Octane ...
https://docs.otoy.com/#56Mesh%20geometry%20types