<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:tahoma,new york,times,serif;font-size:10pt">wiki updated http://wiki.blender.org/index.php/Manual/Rendering_Options#Options<br><br>I think there is a hard-coded limit of 64 tiles vertical (YParts cannot be >64).<br><div> </div>----------------<br>Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.<br><br><div>Atlantica Investments, Inc.<br>PO Box 680310, Marietta, GA 30068 USA<div><br></div><div style="font-family: tahoma,new york,times,serif; font-size: 10pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;"><font size="2" face="Tahoma"><hr size="1"><b><span style="font-weight: bold;">From:</span></b> Ton Roosendaal <ton@blender.org><br><b><span style="font-weight: bold;">To:</span></b> bf-blender developers
<bf-committers@blender.org><br><b><span style="font-weight: bold;">Sent:</span></b> Thursday, October 23, 2008 5:32:52 AM<br><b><span style="font-weight: bold;">Subject:</span></b> Re: [Bf-committers] BLENDER_MAX_THREADS limits & SCONS<br></font><br>
Hi,<br><br>There used to be some hardcoded limits still keeping it on max 8 (using <br>bitflags), but afaik Brecht has cleaned that up.<br><br>What still will limit the amount of threads is the fact that per thread <br>memory is allocated too, each thread does a full tile render. Further <br>almost all geometry (render faces/vertices) is checked for each tile it <br>renders, giving some extra overhead.<br>There's also thread tables for AO and area-shadow lamp sampling, <br>precalculated and allocated in advance.<br>Lastly; there's still quite some locking going on, for each malloc for <br>example.<br><br>A quick rule-of-thumb is to make sure the total number of threads <br>renders less than one quarter of the entire image, to prevent too much <br>memory allocated:<br><br>8 threads: use 64 tiles<br>16 threads: use 128 tiles<br>128 threads: use 1024 tiles<br><br>Whether such giant amount of tiles gives inacceptable overhead is <br>unknown, but quite
likely. If you use heavy raytracing on relatively <br>simple scenes it might work though.<br><br>BTW: are we getting 64 bits irix versions? Would be nice :)<br><br>-Ton-<br><br>------------------------------------------------------------------------<br>Ton Roosendaal Blender Foundation <a ymailto="mailto:ton@blender.org" href="mailto:ton@blender.org">ton@blender.org</a> <a target="_blank" href="http://www.blender.org">www.blender.org</a><br>Blender Institute BV Entrepotdok 57A 1018AD Amsterdam The Netherlands<br><br>On 22 Oct, 2008, at 22:45, Timothy Baldridge wrote:<br><br>> A few questions. I've build Blender on IRIX via MIPSPro and we're in<br>> the process of testing it. One of my testers complained about the 8<br>> thread limit, as some IRIX machines the testers have access to can be<br>> up in the 32-64 CPU range. I remember there being some issues in the<br>> past with changing this number to
be too high. Are there any internal<br>> limits to changing this to a higher number such as 128?<br>><br>> Also, I wonder if anyone would complain if I made BLENDER_MAX_THREADS<br>> changable via Scons? something like<br>><br>> #ifndef BLENDER_MAX_THREADS<br>> #define BLENDER_MAX_THREADS 8<br>> #endif<br>><br>> That way we could compile for the number of cores based on the <br>> platform.<br>><br>> Timothy<br>><br>> -- <br>> Two wrights don't make a rong, they make an airplane. Or bicycles.<br>> _______________________________________________<br>> Bf-committers mailing list<br>> <a ymailto="mailto:Bf-committers@blender.org" href="mailto:Bf-committers@blender.org">Bf-committers@blender.org</a><br>> <a href="http://lists.blender.org/mailman/listinfo/bf-committers"
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