<div dir="ltr">You can already utilize both CPU and GPU by using OpenCL.<div><br></div><div>Making it possible to combine different compute devices such as CPU and CUDA is possible in theory but tricky for artists in practice:</div><div><br></div><div>- Once compute device might not support some of the features (float textures limit on GPU, decoupled ray marching are only couple of examples).</div><div>- Different precision handling might lead to visually disturbing difference in noise patters across neighbor frames, plus some temporal instabilities might occur.</div><div><br></div><div>But that being said, making sure DeviceMulti is capable of mixing different compute devices is an interesting project on it's own, it's just something we can't allow for production scenes atm.</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Sep 7, 2015 at 12:25 PM, Mohamed Sakr <span dir="ltr"><<a href="mailto:3dsakr@gmail.com" target="_blank">3dsakr@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">is there a way to extend Cycles to use all devices? "CPU, CUDA" , or is it already there with OpenCL?<br><br>the easy solution: split the render into 2, 1 for CPU and 1 for CUDA<br>drawbacks: inconsistent random number generator across the image (RNG)<br><br>the hard solution:a general class that will handle RNG across CPU and GPU, and handle tasks also across them.<br><br>any ideas Sergey?<br><br>cheers,<br>Mohamed Sakr</div>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature"><div><span style="color:rgb(102,102,102)">With best regards, Sergey Sharybin</span></div></div>
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