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Re: XParticle motion blur/ increasing render times

Posted: Mon Oct 11, 2021 8:16 am
by aoktar
KeeWe wrote:Would there be any downside of setting the core count to the max available, even if not working with XPparticles?
I've a little changed core related parts ALSO! Now it will set it as your cpu counts. 0 vs max that will give you serious performance gain. You'll need a newer version to test it

Re: XParticle motion blur/ increasing render times

Posted: Fri May 24, 2024 4:25 pm
by snooz
Any news about that ? I got the same issue

Re: XParticle motion blur/ increasing render times

Posted: Thu Dec 05, 2024 12:24 pm
by crasse
Hi there,

Digging out this thread to tell that this problem is still occurring with latest octane (and XP) build.
render time with mblur on XP sim increase overtime without any perceptible reason.

in the LiveViewer, each frame render around the same time ( 20/22 sec in my case ) but during the render process (in the picture viewer), a regular amount time is added unexplicably frame over frame (I ended up with 12 minutes frames doing a 800+ frame render overnight, 12 minutes for a frame that takes 22 secondes in the LiveViewer.... ! )

please check this issue, or is there a work around for this (other than increasing CPU threads) ?

right now, as another user mentionned earlier, i'm rendering the whole sequence as individual sequences of 30 frames that i'll put back together in post software, which is not an ideal workflow