[Bf-cycles] Bottleneck of gpu render

GeKo geko.pua at gmail.com
Sun Mar 30 20:12:43 CEST 2014


I was reading about the hierarchy of memory on Cuda and It has quiet a lot
of level. Probably the ray casting is executed mainly on the main memory
(some requierement of the algorithm), so the bottleneck could be on the
memory access but It is only a supposition.


2014-03-29 19:37 GMT+01:00 Мукаев Виктор <vitos1g at gmail.com>:

> I heard that 6xx series each cuda core was 3 times less powerfull compare
> to 5xx series cores. Though they were much better in terms of power
> consuption, which was main feature of 6xx series(no links, just words, so
> can't be sure)  So i think CUDA cores nowadays isn't right value for
> measuring performance, ti's important, but not the main. We should stick to
> total transistors count per GPU :)
> Message: 5
>
>> Date: Fri, 28 Mar 2014 23:50:22 +0100
>> From: GeKo <geko.pua at gmail.com>
>> Subject: Re: [Bf-cycles] Bottleneck of gpu render
>> To: bf-cycles at blender.org
>> Message-ID:
>>         <
>> CAK8Fe3GDNztWkaQoJUGJEO4Kg3vH2cUDCbOYENqQ0Eq9ZDHZ6g at mail.gmail.com>
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>>
>> But i really mean about the way that cycles process de model. I dont have
>> any knowledge about raytracing render, but i am shocked about how the new
>> hardware know improve so much rhe rendering, even when they have 5 time
>> more cores.
>> On 28 Mar 2014 23:11, "Brecht Van Lommel" <brechtvanlommel at pandora.be>
>> wrote:
>>
>> > There are various possibilities:
>> >
>> > * Memory and texture memory read/write bottlenecks
>> > * Different Mhz for cores
>> > * Different GPU architecture
>> > * Not all cores occupied due to divergence or mismatched batch sizes
>> > * CPU Overhead
>> >
>> > There's too many interacting parts to be sure without closely
>> > investigating.
>> >
>> > Brecht.
>> >
>> > On Fri, Mar 28, 2014 at 9:30 PM, GeKo <geko.pua at gmail.com> wrote:
>> > > Short question, Why the execution time don't decrease "linearly"
>> > according
>> > > to the number of cuda cores?
>> > >
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