yamanash wrote:Take a look at what these guys are working on:
http://www.centileo.com/news.html Even barely using any vram they still can get a 400million poly scene with gi going at around 3 fps, id say that is significantly faster than an i7. Don't get me wrong I think you guys have a top rate product here and I will likely be purchasing it soon but for this type of technology to become a feasible solution for the wide range of people who use it, I think that the memory barrier needs to be addressed. Just my 2 cents lol. You guys are doing a great job so far though, keep it up!

be assured, i fight with memory and texture limits every other day. by the way i'm not associated with octane/refractive/otoy, only forum mod.
now this video is already 1yr old, well known here

but you need to judge what you see... if you strip all advanced mat properties and use dl with simple gi in octane, you can have in fact another factor 10 speedup (even more). if you then use uma thus make it ten times slower again, it'll still be blazingly fast. but what's the point? no medium or transmission attributes, no advanced glossy or specular mats, don't ever think about complex mix materials, just no nothing. for large scale technical or scientific visualization this could be the way to go (and one of the still amzing facts is, that the guy managed to handle 470mio polys with only 16gb system ram), but octane is about photorealistic unbiased rendering, using complex material attributes. you just need to connect a transmission node to a diffuse mat, and you will see ms/sec dropping for each and every new transmission node you add to a scene.
i would love to see out of the core rendering with octane's quality but i doubt it would be possible to manage a competitive speed. with the last arion version for example they say "no more limits" but in fact they move rendering to the cpu if a scene doesn't fit into gpu vram. i don't think that random control would have chosen this approach, if it would have been possible to keep a good rendering speed while using uma.
still there might be some ways to use uma while keeping low render times, maybe using this technique in combination:
http://www.youtube.com/watch?v=ZQ6TFZE5QEU (also already quoted here). at the moment you need only a tenth of the samples to achieve the same quality, a ten times slower rendering process might make sense. on the other hand cpu based pathtracers could also use it and in the ende they would be faster again
