I now tested Bench 2019 with my 8 Titan X (1 maxwell, 1 Xp, and 6 Pascal), and got 1265.
And...someone got 1298 with 2x 2070 Ti RTX... (in mode "RTX-On")
To me the short and sweet is this....
You will have the same render time as you see now for your scenes, but instead of at the benchmark resolution, you will have that at 1080p.
In other words, if you want to, with a non-RTX card, ball-park simulate what it would be like to have all your cards at RTX speed for a 1080p-ish scene, set resolution at benchmark's 933 x 560.
You can essentially cut the resolution of your scene in half. Whatever speed you get, that is ballpark your card would get on your scene with RTX!!!!
OctaneRender™ 2018.1 RC6
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
I filed a visibility bug in the octane 4 thread but it also affects 2018.

Files are attached here:
viewtopic.php?p=358457#p358457
Files are attached here:
viewtopic.php?p=358457#p358457
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hi,
When could I see the "Anime kernel" ?
When could I see the "Anime kernel" ?
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - Ram 64GB - RTX4090 + RTX3090 - Win10 64
NET RENDER : MB ASUS P9X79 - Intel i7 - Ram 16GB - Two RTX 3080 TI - Win 10 64
NET RENDER : MB ASUS P9X79 - Intel i7 - Ram 16GB - Two RTX 3080 TI - Win 10 64
- PolderAnimation
- Posts: 375
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
- Contact:
pleasePolderAnimation wrote:I believe when there are more then 5 grayscale vertex attributes the 6th does not work. Is this correct? or is this a bug?
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Ive tried rendering out a few different scenes using cryptomatte (to layered 32 bit EXR).
I've tried the last couple of cryptomatte releases https://github.com/Psyop/Cryptomatte (1.2.3 and 1.2.4), and the reactor version https://www.steakunderwater.com/wesuckl ... =32&t=1775 in fusion 9 https://www.blackmagicdesign.com/au/products/fusion/ .
Every time I select the CryptoInstanceID layer, the script breaks. All the other cryptomatte passes are working fine. V-rays cryptomatte passes also work fine.
There seems to be some issue with the Octane CryptoInstanceID pass.
Maybe this fusion error will give you guys a clue?
I've tried the last couple of cryptomatte releases https://github.com/Psyop/Cryptomatte (1.2.3 and 1.2.4), and the reactor version https://www.steakunderwater.com/wesuckl ... =32&t=1775 in fusion 9 https://www.blackmagicdesign.com/au/products/fusion/ .
Every time I select the CryptoInstanceID layer, the script breaks. All the other cryptomatte passes are working fine. V-rays cryptomatte passes also work fine.
There seems to be some issue with the Octane CryptoInstanceID pass.
Maybe this fusion error will give you guys a clue?
Code: Select all
...agic Design\Fusion\Modules\Lua\cryptomatte_utilities.lua:846: manifest string is empty or nil
stack traceback:
[C]: in function 'assert'
...agic Design\Fusion\Modules\Lua\cryptomatte_utilities.lua:846: in function 'load_manifest'
...agic Design\Fusion\Modules\Lua\cryptomatte_utilities.lua:731: in function 'initialize'
...agic Design\Fusion\Modules\Lua\cryptomatte_utilities.lua:912: in function 'create_cryptomatte_info'
...ng\Blackmagic Design\Fusion\Fuses\Matte\cryptomatte.fuse:583: in function <...ng\Blackmagic Design\Fusion\Fuses\Matte\cryptomatte.fuse:568>
Cryptomatte3 failed at time 0
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Happens in many flat surfaces.funk wrote:
If I use the "veTcron (typo) shadertoy primitive" example and apply a universal material, some faces render black.
Looks like Universal material bug. In previous release RC4 it was ok.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
As the two renders are almost identical except noise, why do you use portals ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
I saw this guys post the other day and thought the very same thing... those renders are almost identical, the area near the central hanging lamp is slightly brighter, that's all to my eyes.HHbomb wrote:As the two renders are almost identical except noise, why do you use portals ?
Perhaps he is using them incorrectly.
Currently the maximum number of greyscale attributes is 4, and the maximum number of color attributes is 2. We limit this so that it doesn't affect performance too muchPolderAnimation wrote:pleasePolderAnimation wrote:I believe when there are more then 5 grayscale vertex attributes the 6th does not work. Is this correct? or is this a bug?