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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Sat Feb 26, 2011 3:45 pm Post subject: Multicore support |
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Hello,
after working with Albatross 3D to create/render small items and their inventory icons for a little game prototype, i started to create a bigger test scene and there i hit a wall. The raytracing is really slow with bigger scenes because the raytracer uses only 1 core out of the 4 available cores. Only 25% of the available computing power is used.
I think support for multicore processors is an important feature for a raytracer/renderer today. I hope you can inlcude that feature soon.
MfG
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Mon Feb 28, 2011 5:47 am Post subject: |
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Hello,
which version are you using?
If it is the beta (not public) one, the renderer uses 2 cores and it can be change with the properties "numCores s= 2" in the file "rc\modeler.rc". Just open the file with notepad, change the 2 to 4, save and launch A3D...
Craouette |
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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Tue Mar 01, 2011 5:56 pm Post subject: |
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Hello,
i'm using the beta (january release).
I changed the setting to 4 cores. The CPU usage is still between 20-25%, so i think only 1 core is in use.
I loaded the sword scene to test it (raytracing settings unchanged). Elapsed time for raytracing was 92 sec.
There is some strange "bug". The first rendering (after starting alb3d and loading the scene) will be totally slow. Result was 14 minutes.
If i hit stop and start the rendering again i get the result (1 minute, 32 sec.) i mentioned above.
System spec.
Core i5 750
6GB RAM
ATI HD 5850 1GB RAM
Win7 64bit Home Premium
MfG
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Thu Mar 03, 2011 5:16 pm Post subject: |
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can you try to:
disable Final gathering;
enable then disable Ambient Occlusion;
launch the rendering?
It should be quicker and always the same rendering time...
Craouette |
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sk2k
Joined: 04 May 2006 Posts: 78
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Posted: Fri Mar 04, 2011 2:09 pm Post subject: |
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Ambient occlusion? Do you mean the option "Render Occlusion" -> Compute ?
Rendertime for both (compute/disable) was 65 sec. Final Gathering was off.
Any idea why only 1 core is in use?
MfG
sk2k |
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