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

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face
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Zay wrote:No subsambling, 2x2 subsambling and 4x4 subsambling doesn't seem to work. They are greyed out.
Maybe you should read the specs in the first post...

face
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Zay
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face wrote:Maybe you should read the specs in the first post...

face
Yep, me bad. Sorry :roll:
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kubo
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quick portal test, keep in mind that the first one (#9) is with 2.47 with no dispersion on glass, sun as light source, which in this case is cleaner, and more samples, the second one (#10) is with the 2.48 with HDRI 'cause transparency is not working in this release, and light has been setup to match previous render with no portals and then portals have been added. You can see the big influence of adding portals. The portals are just 2 planes in the outside of the windows that block the whole opening. I'll render some more tests later today.
Cheers
Attachments
2.47 sun as light source PMC no dispersion 19K samples
2.47 sun as light source PMC no dispersion 19K samples
2.48 HDRI, PMC, dispersion 16K samples
2.48 HDRI, PMC, dispersion 16K samples
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delgorgue
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hello,

about yesterday - fails one card .
octane write :
2 gpu
and after 500-600 samples,
2 gpu (1 failed)

but same scene this day, no fails (4500 samples) . same view, same size picture. only a reboot and no lightwave in background.
yesterday, always fails after 500-600 samples,
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ROUBAL
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About png alphaimages not working : Is it working on your side ? I have found no post about it.
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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abstrax
OctaneRender Team
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Zay wrote: How would you tell how long it will take to render 2500 samples now? When I set up a scene I do it in 500x500 pixels to have a very fast preview response time.
The scene might say 5Ms/sec. For final render I set the image size to 2000x2000 and it's now say 8Ms/sec. How would you calculate how much time it now takes to hit 2500 frames? If you know that, could you please add - something - that tells how much time is left?
Yes, that's a good idea. We will add that :)

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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Zay wrote:No subsambling, 2x2 subsambling and 4x4 subsambling doesn't seem to work. They are greyed out.
Yup, we will add them this week. We just didn't get around to adapting them to the new system. They will be in beta 2.5 the latest.

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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ROUBAL wrote:About png alphaimages not working : Is it working on your side ? I have found no post about it.
Sorry, that I didn't write about that one. It's a bug in the shading system that is already fixed here now. Thanks for the heads up anyway.

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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And one more thing I forgot to mention before:

A big thanks to all you testers out there. Your feedback already helped quite a bit. Although this release came out a bit more buggy then we hoped for, but we gonna fix the issues soon (part of them are already fixed here :) ).

Your help is really much appreciated.

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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So does this means that now we can mix "very different" Geforce Cards whith different chip sets?

abstrax wrote:
jamnique wrote:Great news! Just one question:
abstrax wrote: - the disadvantage of rendering full frames on each device is that you don't gain better intereactivity with more GPUs (it still renders faster though)
This concerns only active GPUs right? U still get the benefit of better responsiveness with separate display card?
What I meant is: In the past, having several GPUs rendering the same frame, sped up rendering of each frame. This way a render result could be displayed earlier as if it was rendered only by one frame.

Now, this advantage goes away, as each GPU renders completely independent from each other GPU, which means that each GPU has to render a complete frame and with that the speed until we can display the first render result after a change stays constant and does not drop, when you add more GPUs.

The main advantage of the new system is that each GPU is independent of the GPUs and can render as fast as possible and doesn't have to wait until the other GPUs have finished their part.

Cheers,
Marcus
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