v1.28 render time

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Bug?

v1.26 had an example render at 26 hrs to completion. v1.28 with the same file gets bumped up to 170 hrs. Is 1.28 letting us render longer, or is the 170 hours just wrong? The progress bar seems to suggest I really DO have that much time to render with.

As a side note, I created a separate post here for reporting a 1.28 bug without placing it in the 1.28 forum. Seems like everyone is reporting bugs there and if someone wants an answer to a bug post, someone like me might post a new bug before theirs gets answered.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

treddie wrote:Bug?

v1.26 had an example render at 26 hrs to completion. v1.28 with the same file gets bumped up to 170 hrs. Is 1.28 letting us render longer, or is the 170 hours just wrong? The progress bar seems to suggest I really DO have that much time to render with.

As a side note, I created a separate post here for reporting a 1.28 bug without placing it in the 1.28 forum. Seems like everyone is reporting bugs there and if someone wants an answer to a bug post, someone like me might post a new bug before theirs gets answered.
Can you try exactly the same scene in 1.26 and 1.28? If those numbers still hold up, could you send us the scene so we can investigate?

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Let me play with it for a bit...I need to finish up this render tonight. When I end it, I'll do two more tests, one in .26 and the other in.28
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Seems like it has to do with heavy texture usage. When I'm pushing the limit of memory is when the problem seems to come up. If I dump a lot of the meshes and textures in my scene, the problem goes completely away and the times between 1.26 and 1.28 are identical.


See attached image of 1.26 vs. 1.28 times.
Speed Problem 2.jpg
Incidentally, my other post about being able to render a scene with slightly moderate to heavy texture usage, only after a click on one of the individual textures or meshes, seems fixed in v1.28.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

treddie wrote:Seems like it has to do with heavy texture usage. When I'm pushing the limit of memory is when the problem seems to come up. If I dump a lot of the meshes and textures in my scene, the problem goes completely away and the times between 1.26 and 1.28 are identical.


See attached image of 1.26 vs. 1.28 times.
Speed Problem 2.jpg
Incidentally, my other post about being able to render a scene with slightly moderate to heavy texture usage, only after a click on one of the individual textures or meshes, seems fixed in v1.28.
Ok, I have an idea, which change have caused this issue, but I need a scene to reproduce the problem and verify a potential fix. Do you think you can create/derive a scene that shows the speed drop?

Just for completeness, could you also check, that the problem still exists in 1.29?

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

If I zip up the package, it is still 274Mb...Too large for the site to accept as an attachment. Can you give me a temporary link to an upload area?
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
remon_v
Licensed Customer
Posts: 153
Joined: Mon May 31, 2010 6:48 am
Location: Breda - The Netherlands
Contact:

Win7 Pro x64, Phenon II 940, 8 GB, Geforce 470 - Modo, Zbrush
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Thanks remon_v. They set me up with Mega.co.nz. But I like to keep bookmarks to new services, so thanks for the link!
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Ok, we had a look at the scene and we can't reproduce the slow-down here. Neither on Kepler nor on Fermi GPUs. Do you've got a second GPU and if yes, is SLI enabled in the NVIDIA driver settings? Which driver version are you using?

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

GTX-260 Driver 9.18.13.3182
GTX560 Driver 9.18.13.3182

The 260 is relegated to handling my monitor, and the 560 is dedicated to rendering.

I do not have any option for SLI in my NVIDIA Control Panel nor through Device Manager's Display Adapters properties.

UPDATE:
OK, I went into the control panel after doing some Googling, and did discover that in place of "Set SLI Configuration", I have "Set PhysX Configuration", which I assume is an updated version? Anyway, I went in there and I only have a field called "Select PhysX processor" which I kept at "Auto-select". I then backed out of the PhysX area and opened up "Manage 3D settings". In there, I went to the octane app and forced "CUDA - GPUs" to only the 560 (It was set to "Use Global" which automatically had selected both GPUs). This SEEMED to have cleared up the problem. But then I thought I would set everything back to the way it was and in doing so, I could not recreate the problem. My feeling now is that I had not rebooted my system in days and that somewhere along the line something got messed up. When I rebooted yesterday, I think memory got cleared and the problem went away.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
Post Reply

Return to “Development Build Releases”