Live Viewer vs Render Queue Render Time Discrepancy

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

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vzewl
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I was wondering if there are some obvious places to look or consider when sending a render through Cinema 4D's render queue. I'm rendering a decently complex scene with some hair, some scattered foliage, basic cloth sims.

My Live Viewer render is currently 2 minutes and 20 seconds per frame. When I send the scene to render through the Render queue, it's sitting at around 7-10 minutes per frame. I have scoured all of my objects, I have no subdivision surfaces, no Octane Tags creating Render subdivisions. This is a 120 Frame animation so these minutes are adding up quite significantly.

I feel like I have exhausted all troubleshooting I can think of, is there something else I should be looking for? I'm tempted to save frame by frame from the LV to gain some time back.
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aoktar
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It may wait for pre-calculation of hair/object dynamics. So having these are cached that will avoid this stage, and have faster start on PV rendering. In LV this doesn't happen because it uses the current visible data, it's ready.
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vzewl
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Everything in my scene that has any dynamics on it is fully cached. I understand the first frame taking a bit longer, it takes about 15 minutes, and then each subsequent frame is on average almost 3-4 times longer.
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aoktar
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vzewl wrote:Everything in my scene that has any dynamics on it is fully cached. I understand the first frame taking a bit longer, it takes about 15 minutes, and then each subsequent frame is on average almost 3-4 times longer.
Open Console and show the all output here when you make a few frames renderer. It will show more details. Also you you can see where it waits from process info from render window, we don't see it to tell more.
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vzewl
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aoktar wrote:
vzewl wrote:Everything in my scene that has any dynamics on it is fully cached. I understand the first frame taking a bit longer, it takes about 15 minutes, and then each subsequent frame is on average almost 3-4 times longer.
Open Console and show the all output here when you make a few frames renderer. It will show more details. Also you you can see where it waits from process info from render window, we don't see it to tell more.
Thank you for the suggestion. Here is the log from 2 Render Queue frames. I have also included a screenshot of my live viewer data.

The first major thing I can notice is that through the render queue it is dumping a bunch of stuff into the out-of-core memory and in my live viewer it isn't using it at all?
Attachments
Live Viewer Data Screenshot
Live Viewer Data Screenshot
octane 2023.1.2 240225 181255.txt
2 Render Queue Frames
(2.21 KiB) Downloaded 42 times
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aoktar
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You'll see some big differences on amount of triangle counts in PV if you carefully compare the data.
LV: 4.135m mesh triangles/3.939m displaced triangles
PV: 12.579m mesh triangles/19.88m displaced triangles

This may cause OOC used. Low VRAM.
Also on start of a render, it create/resend materials, motion data, polygons. These are high on first frame.
55 sec. for materials
18 sec. for motion blur data
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vzewl
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aoktar wrote:You'll see some big differences on amount of triangle counts in PV if you carefully compare the data.
LV: 4.135m mesh triangles/3.939m displaced triangles
PV: 12.579m mesh triangles/19.88m displaced triangles

This may cause OOC used. Low VRAM.
Also on start of a render, it create/resend materials, motion data, polygons. These are high on first frame.
55 sec. for materials
18 sec. for motion blur data
So what is causing the jump in triangles? Can it be Octane "Texture Displacement"? If so, how do I force it to use the LV subdivisions? I don't have any actual subdivision surfaces so this is the only thing I can think of that would be doing something like this. Unless you have some other suggestions? I appreciate the help.
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