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<div class="moz-cite-prefix">Hi, if it's one pixel per core for best
gpu time rendering, the tile size must be set also to the same
pixel ratio as the output frame ratio divided by the number of
core (and we must try to obtain a %16 XY), is that right ???<br>
Is that rule the same for kepler and fermi ?<br>
So there is no "generic" best tile size for every one, it's
adaptative to the CG ...<br>
But for cpu ? With only height or four cores ? which are really
different from CG ?<br>
Thanks a lot for your answers :)<br>
Myke<br>
<br>
Le 11/02/2013 00:40, Cal McGaugh a écrit :<br>
</div>
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<div> I still don't understand why tiles are better than
progressive renders (?) </div>
<div> regardless of CPU or GPU. </div>
<div> </div>
<div> Much less which tile size/resolution settings are best for
any given </div>
<div> scene. </div>
<div> </div>
<div> I don't do complicated scenes.....mostly fluid sims. But
like to animate </div>
<div> using Cycles, so getting the fastest render time is very
important to me. </div>
<div> </div>
<div> It would be great if Blender Cycles "sensed" the optimal
settings depending </div>
<div> on the resolution and other variables were chosen.
Possible? </div>
<div> </div>
<div> BTW, thanks Ole for the FAQs......will study them. </div>
<div> </div>
<div> And to Brecht for all your work on Blender. </div>
<div> </div>
<div> Cal </div>
<div> </div>
<div> </div>
<div> </div>
<div> <br>
On February 10, 2013 at 2:42 PM Ole Jakob Skjelten
<a class="moz-txt-link-rfc2396E" href="mailto:olesk@pvv.org"><olesk@pvv.org></a> wrote: </div>
<div style="position: relative;">
<blockquote style="margin-left: 0px; padding-left: 10px;
border-left: solid 1px blue;" type="cite"> Oh sorry guys, one
last thing. As I mentioned initially, these questions were for
an article in a Cycles GPU Hardware FAQ I've been setting up
trying to preempt the most common questions that gets asked
repeatedly at Blenderartist regarding all things hardware
related to GPU rendering.
<div> </div>
<div> If anyone wants to copy & paste or link parts or all
of it to the official Blender wiki you are of course more
than welcome to. As previously mentioned, you can find it at
<a moz-do-not-send="true"
href="http://www.systemagnostic.com/faqs/">http://www.systemagnostic.com/faqs/</a>
<br>
<div> </div>
<div> </div>
<div> OJ </div>
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<div> <br
class="Apple-interchange-newline">
-- <br>
Ole Jakob Skjelten </div>
<div> <a moz-do-not-send="true"
href="mailto:skjelten@wegelin.ch">olesk@pvv.org</a>
</div>
<div> +41 79 832 2976 </div>
<div> </div>
</div>
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<br class="Apple-interchange-newline">
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<div>
<div> On 10. feb. 2013, at 18:45, Brecht Van Lommel < <a
moz-do-not-send="true"
href="mailto:brechtvanlommel@pandora.be">brechtvanlommel@pandora.be</a>>
wrote: </div>
<br class="Apple-interchange-newline">
<blockquote type="cite"> On Sun, Feb 10, 2013 at 5:52 PM,
Ole Jakob Skjelten < <a moz-do-not-send="true"
href="mailto:olesk@pvv.org">olesk@pvv.org</a>>
wrote: <br>
<blockquote type="cite"> Thanks a lot for that Brecht!
My understanding is that *reducing* tile sizes <br>
only has a positive effect with regards to reducing
the size of the output <br>
buffer, which is in most cases is a rather small part
of the total RAM eaten <br>
by Cycles, and thus, unless you you're in a desperate
<br>
I-only-need-10MB-more-RAM-to-render-on-my-GPU
scenario, increasing the tile <br>
size for speed benefits is the more likely scenario.
Would you agree? </blockquote>
<br>
Yes, I agree. Maybe if you have a ton of render passes,
but otherwise <br>
you can quite safely set it quite large. <br>
<br>
<blockquote type="cite"> It's also my understanding
that, using CUDA, keeping your tiles to multiples <br>
of 16 pixels helps speed (or rather prevent wasting
GPU cycles)? And <br>
finally, does it help to operate with tiles that are
multiples of the full <br>
render resolution, or should one use same values for x
and y direction <br>
(square tiles) instead? </blockquote>
<br>
Multiples of 16 might indeed help, I'm not quite sure if
this true in <br>
general though and if this perhaps depends on the
particular GPU. <br>
Multiples of the render resolution will help if you use
big tiles, <br>
since otherwise you can get some smaller tiles to fill
up the full <br>
render. <br>
<br>
Brecht. <br>
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