The Illusion of Life
*/. Animation is the illusion of life where it takes between 24 to about 30 frames (depending on format) to portray just one second of the illusion, and 60 times that number of frames to create just one minute of the illusion, etc., etc.
Rik wrote: Afraid I'm a little confused with Pcie x1, x8, x16 etc. Is x8 a bottleneck compared to x16?
From what I understand, these are the speeds at which information can go from the CPU to GPUs.
So whilst this won't increase the pretty 'colouring in' part of rendering process, it will affect the length of time taken for the black screen of misery that is 'scene evaluation'
Scene evaluation time does delay the beginning of “the pretty colouring in.” x8 is one-half the transport speed of x16, but x8 is eight times the transport speed of x1. Of course, x4 is four times the transport speed of x1.
Rik wrote: 95% of the time, when I hit the 'open Octane viewport' it's just for a quick test render. Once the colouring in has started it only takes a few seconds to see what I need to (once the 'scene evaluation' misery has finally finished.)
I think I'm trying to say that the bottleneck for me is the 'scene evaluation ' process.
What's the best hardware config for this, and is Pcie x16 going to makes a difference?
I feel much like you do about that pesky 'scene evaluation' misery, but on steroids. But whether an x16 or an x8 or an x4 transport is best depends on your usage and in particular whether you animate and for what target audience. I animate for large displays, now mainly 4k, and a typical animation project for me involves rendering thousands of frames. Wikipedia at
https://en.m.wikipedia.org/wiki/PCI_Express has an excellent article on the subject. The article has a chart on the top right side of the page that helps to summarize the relevant transport speed difference between a v1.x, v2.x, v3.x, v4.x and v5.x motherboard’s PCIe connectors with a single-lane (x1) vs. a 16-lane (x16) connector. The transport speed for a v1.x with an x1 connector is
250 MB/s vs.
4 GB/s for an x16 card in an x16 connector on that same motherboard. Most of my motherboards (except for those v1.x's in my three 2007 MacPros) are v3.x's and the remainder are v2.x's. My v3x systems would have a transport speed of
985 MB/s in an x1 slot and a transport speed of about
7.9 GB/s in an x8 slot [I approximated that figure by dividing 15.75 GB/s (x16) by half]. In sum, the transport speed of an 8x slot is almost eight times that of an 1x slot and, as Wikipedia shows, a 16x slot has twice the transport speed of an 8x slot. The problem for me is that the Supermicro motherboards with lots of x16 slots cost more than I want to pay.
At the bottom of that Wikipedia article is a PCI Express Link Performance chart which eagerly awaits review because it contains the in-between configurations' throughput analysis also.
Rik wrote: For the other 5% of renders, the high res, many samples ones, I know it's going to take 20 minutes for the colouring in but that's fine as my dog needs a walk.
quick test render (eg is the sun in correct position) 70 seconds scene evaluation, 5 seconds colouring in required (annoying ratio)
final production render = 70 seconds scene evaluation, 20 minutes colouring in required
Currently, I have over 144 GPU processors in my render farm, most of which are pre-Pascal. On average I have 7 GPU processors per system (and it’s a loose average because some systems have 2 GPU processors and some have a lot more, plus I move my GPUs around as the need arises). I don’t know for sure whether my system loads the entire animation into the GPU only once at the start of a render, but I seriously doubt it because of the system pauses between frame renders. I run Octane, Redshift, Thea and FurryBall GPU rendering softwares. But as the following food for problem discussion (and the articles) show, that isn’t determinative:
1) A 30 minute 4k animation running at/near 30 frames/sec. wouldn’t fit entirely in any of my GPUs despite the fact that I created the animation on those very same GPUs. All of the rendered files, together, are at least, and more often than not, are
>11,250 GB;
2) See also,
https://gamedev.stackexchange.com/quest ... -data-flow (from the app developer's point of view); and
3) See especially what the Octane user encountered at
https://discourse.mcneel.com//t/octane- ... ding/28702 (from the Octane user's point of view).
*/Thanks to this great book from Ollie Johnston and Frank Thomas then at Disney Studios.
Because I have 180+ GPU processers in 16 tweaked/multiOS systems - Character limit prevents detailed stats.