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Not working for me... :(

Posted: Sun Jan 17, 2010 12:44 am
by arkanis
My rig is the following :

Quad Proc 2,66Ghz
8Gb RAM
Mobo : ASUS P5Q
GFX Card : Quadro 4600 768MB
OS : Windows 7 Ultimate 64bits

Installed the required CUDA drivers, and the CUDA toolkit too but no luck, I keep on getting this message :

"The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail".

Anyone can help ?

thanks

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 12:53 am
by PhilBo
From what I see on the web, it has to do with a Visual C++ redistributable.

To confirm that you have CUDA working, try running this utility first. http://cuda-z.sourceforge.net/

It should give some information about your environment. If that doesn't work, you may have issues with your CUDA installation.

Check this out and let me know what you find.

Phil

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 12:58 am
by arkanis
Cuda is working and everything is detected as it should... :-/

So it's not a driver/cuda installation issue.


A.

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 1:19 am
by PhilBo
If you do a search on the web, it appears to be an issue with the Visual C++ redistributable. Some people have solved it by uninstalling it and reinstalling it.

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 1:30 am
by arkanis
Got it working, had to install the 32bits redist package to get things up and running.

Would be interesting if the Octane team check if this could bring any limitation on 64bits machines or if it's just tyed to the UI or other stuff.

Otherwise playing with it and it's nice, late here so I will keep playing tomorrow.

Something I already noticed is that with my quadro 4600 it's noticeably slower than the preview video on the website. I know GTX 285 is newer tec than my quadro, but on viewport in Maya and other apps the quadro screams... don't know.

Thanks for the help and will keep you plugged on how things go.


A.

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 2:19 am
by PhilBo
Glad to hear that you got it resolved.

What types of speeds are you getting with the spaceship scene (how many mega samples per second?)

You can also use a couple of tricks when navigating if it's too slow:

1) Use the Alt key which gives a 10X speed improvement when navigating
2) Use a different sub-sampling mode (little checkerboards above the render) that allow you to move the model with various speeds with the trade off of resolution when moving.

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 12:57 pm
by arkanis
Hello,

Well, it depends of the camera position and quantity of geometry in the view field, it can start at 2 mega samples per second, then fall to 1,8. But usualy I'm between 1,5 and 1,8 mega samples per second, I don't know if that's good or not.

For the navigation I took the checkerboard approach and it works better for the fluidity of navigation, of course now I have ugly blocks but that doesn't mind since I use it mainly for camera position.

Can you just tell me if the speed is ok or not ?

Also, the 9000 version of the executable crashes when I load a mesh, the sofware loads just fine but after loading the mesh, boom, goes away without any error notified.

EDIT : It seams it really depends of what you are looking at, now I'm getting steady 2 mega samples per second, but never more than that. Also I have some "dead pixels" in the picture, everything seams to be refined but those pixels, is that normal ? part of the Alpha process ?


A.

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 12:59 pm
by radiance
arkanis wrote:Hello,

Well, it depends of the camera position and quantity of geometry in the view field, it can start at 2 mega samples per second, then fall to 1,8. But usualy I'm between 1,5 and 1,8 mega samples per second, I don't know if that's good or not.

For the navigation I took the checkerboard approach and it works better for the fluidity of navigation, of course now I have ugly blocks but that doesn't mind since I use it mainly for camera position.

Can you just tell me if the speed is ok or not ?

Also, the 9000 version of the executable crashes when I load a mesh, the sofware loads just fine but after loading the mesh, boom, goes away without any error notified.


A.
according to the wikipedia article here: http://en.wikipedia.org/wiki/Nvidia_Quadro
the quadro 4600 is based on the 8000 architecture,
that's why the octane9000.exe won't work with it.

Radiance

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 1:07 pm
by arkanis
Thanks Radiance for the clarification, I didn't thought about that...

I'm working with the 8000 now, seams pretty stable for me at the moment, I like a lot the camera options, and I already got some nice DOF and color results.

Will this renderer be capable of outputing multi-pass renders ? In case we would like to tweak some stuff here and there ?

I already have a lot of suggestion to make since this would fit in our pipeline pretty damn good, but since it's alpha I will keep quite for now.


Can you maybe just tell me about the "dead pixels" thing ?

If we want to submit some cool renders, where do we have to send that ? And oh, yeah, for materials, I would love to make some shading tests on the beast.


Thanks,


Agustin Eguia
Art Director
Emakina EU
http://www.emakina.com
Belgium

Re: Not working for me... :(

Posted: Sun Jan 17, 2010 1:10 pm
by radiance
You can post any artwork in the WIP or Gallery forums.
The more the merrier.

You can reduce the amount of fireflies by carefull tuning of materials. (try not to have much glossy materials with a very low roughness amount)
Any remaining fireflies can be removed with a 2d image editor (i use the photo/stamp tool in photoshop)

The MLT algorithm in the beta versions in 2 weeks will take care of this.

Radiance