OctaneRender® 1.024 beta 2.48 TEST (win) [OBSOLETE]

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ROUBAL
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For my own, I would really prefer a button in order to use the fast mode full time if I want, like before ! Except if Octane switches immediately in fast mode when you move the mouse. I mean that I don't want to wait for 5 seconds more after moving the mouse if I have just been taking some notes about parameters during more than 20s.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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jamnique
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ROUBAL wrote:For my own, I would really prefer a button in order to use the fast mode full time if I want, like before ! Except if Octane switches immediately in fast mode when you move the mouse. I mean that I don't want to wait for 5 seconds more after moving the mouse if I have just been taking some notes about parameters during more than 20s.
That would be the best of both worlds IMO. I don't have the time to test now, but having to wait 5s for a screen update defeats the purpose of working realtime in Octane. On the other hand, when you render an animation you don't need the screen to be constantly refreshing, especially if it makes a difference in rendertime. So a simple toggle button for interactive/production rendering would be great.
Intel Core2Quad 9200 / 4 GB OCZ / Gainward 460 2GB
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abstrax
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ROUBAL wrote:For my own, I would really prefer a button in order to use the fast mode full time if I want, like before ! Except if Octane switches immediately in fast mode when you move the mouse. I mean that I don't want to wait for 5 seconds more after moving the mouse if I have just been taking some notes about parameters during more than 20s.
There should be no 5s delay. I wonder if your problem comes from the expander box you are using.

In general it works like this: As soon there is a change in the nodes, all GPUs get updated as soon as possible and start rendering the new setting and always do a tonemap after the first pass which gets displayed as fast as possible. The update rate is then reset to 200ms. (In the upcoming beta 2.48b it's reset to 50ms) Then this update interval gets increased over time to up to 5s. That means as soon as you make a change, it should update as quickly as possible and then update very often in the beginning and then reduce the update rate over time down to 1 frame per 5 seconds.

How does it behave on your computer?

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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necko77 wrote:ones again PT has eaten all memory or what ever
Capture.JPG
What exactly happens here and when? Does Octane still run? When you ignore this message, does everything still run fine or are there other problems beside this popup?
DL Vs PT 2.48 no portals

DL 1 min
DL_1min.JPG

PT 46 min
PT_no_portals_46min.JPG
If you could improve DL...

i know that you alwys says octane is unbiased but DL is real time rendering comparing to PMC and PT

PT and PMC looks ofc 10000 times better

its hard to me to whait 46 minutes to see GI, but mybe i have to buy more CUDA cores cos 460 is nothing special

but beeing here all time, looking octane development, understanding how hard is to develope sw, reading Radiance posts about future development

i can only help posting bugs and wishing wishes :)

Im the architect, iron my sword Octane team ! :)

respect for Octane team !
Sorry, I don't get it. What exactly is the request here? Direct lighting is so fast because it doesn't do much and doesn't do GI. If you want a "little bit of GI", maybe try using path tracing with a very low maxdepth of maybe 2 or 3.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Daniel wrote:The intermediate timer for display feedback would be fine if it maybe had a timer of, say, 20 seconds of inactivity within Octane before kicking in.
The upcoming beta 2.48b has a shorter update interval, which improves visual feedback in the first seconds of rendering. Please let us know if it feels better, when it's out.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Elvissuperstar007 wrote:while holding down the pause does not work
Thanks for the report. We will fix it.

Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Refracty
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"Dark dots" with multi GPUs in Direct Lighting?

Hi,
RS is checking this thing too, but I would like to know if some of you mates have seen this too.
Those of you using multiple 4xx / 5xx cards in your machines.
Did you experience a "dark dot - problem"?

You can test it like this:

1. Create a diffuse material an click on the node (material prieview render window).
2. Use the Direct Lighting Engine.
3. Set hotpixal removal to 0.2.
4. Are there any "dark dots"?

Thanks
Cheers
Refracty
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Jaberwocky
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Refracty


Cant really help here. Mine came out OK

But then I'm only running one card.
Attachments
Material ball test.jpg
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
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Refracty
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Hi Jaberwocky,

thank you very much for the quick test. This is only an issue I am experiencing with 2+ cards.
When I disable all other cards it is fine with my single 460.
But with more cards there are these black dots (mostly seen in direct lighting with hotpixel removal at 0.2).
Also path tracing is affected a little bit by the pattern. PMC looks fine.
Cheers
Refracty
Attachments
dotPattern_2_GPUs.jpg
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Refracty
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Anybody else using multiple cards who can test?

(Direct Lighting, Hotpixel Removal 0.2 for strongest effect)
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