[Bf-funboard] Physical Memory and Cycles

Ryan Duncan lun3rcry at gmail.com
Thu May 9 20:03:10 CEST 2013


Thing is, according the windows experience index for my computer graphics,
cpu, ram and graphics/corporate/gaming rendering my system scores 7's and
up for all of these, which means cycles should not render nearly as slowly
as it does for me.  But surely incorporating the ram means more processes
are possible due to more being stored in memory while rendering?  I know it
seems intel and AMD don't seem to support Blender, but what is difficult
about making Blender use the GPU of different cards?  Haven't most gaming
companies being doing this for years?

Ryan


On Fri, May 10, 2013 at 12:05 AM, Knapp <magick.crow at gmail.com> wrote:

> On Thu, May 9, 2013 at 5:12 PM, Nkansah Rexford
> <nkansahrexford at gmail.com> wrote:
> > @Knapp. For me, yes, have researched everywhere for speeding cycles. But
> > the issue from Ryan has to do with, Can RAM supplement GPU for rendering
> if
> > one doesn't have nvidia for cycles?
> >
> > It isn't possible now, but can it be done?
> >
> > I believe if its possible and done, it can go a long way to close the gab
> > between cycles and people like myself.
> >
> > AMD and Intel i guess aren't making any plans of supporting Blender soon
> (I
> > stand to be corrected though)
> >
> > rex
>
> You have to understand programming. Memory only helps if it can be
> used for something that speeds up the calculations. For example if you
> are working a big database and you want to sort it, then you can load
> it all into memory and sort it, if you have enough ram to hold all the
> date or a way to sort big chunks in memory. This is way faster than
> moving records around on the hard drive one by one.
>
> I don't know how cycles really works but it is ray traced, I think.
> This means that you have a vector or ray that bounces around from
> camera surface to the light and you calculate the color based on this
> ray. Problem is that you have to do this for every ray and that means
> a LOT of them. Ram does not help this. Having a cpu for each ray does.
> Thus a CPU with 12 cores is good but a GPU with 1000 is WAY better and
> you see this in the test results.
>
> Other factors are how much ram you system has for holding the .blend
> and also how much the GPU has for hold the model.  Also the pipe size
> between the ram and the GPU or CPU and the speed of the CPU/GPU.
>
> Devs please correct me, if I am wrong or point out things I missed.
>
> --
> Douglas E Knapp
>
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