Speeding up animation rendering?

in The Commons
Is there any way to reduce the delay between rendering frames of an animation? I was doing a quick test of a camera pan where each frame only took 1 second to actually render, but it took 30+ seconds to prepare the rendering of each frame.
Thanks in advance.
Comments
I was having the same problem, sometimes it took about 30-45 minutes between frames! I was at 8GB of RAM though. I went recently and upgraded to 32GB and it is flying in-between frames now, like maybe a second or two.
static scene or were there animated things in it?
The latter would require rebuilding the scene each frame
Bennie: Hm, I have 32GB too (and a 2080ti). Wonder if there's some other reason it's so much faster for you.
Wendy: The camera translated through a static environment, that's all there was. Only light was a HDRI too, I just wanted to see how long it would take to animate such a simple scene.
yeah must be something that is changing, maybe not use the HDRI and try a static sun target to see if that helps
I know static scenes such as fly throughs can render very fast, I can do the whole Dreamhome reasonably fast.
Add a Genesis 8 and you are screwed
oh if you have any figures turn them into props!
Are you rendering in Iray? If so, change the screen view from 'texture shaded' to 'nvidia iray' before rendering ... this will save significant time as it puts many of the scenes lighting and texture components in memory for repeated use rather than calculating every frame.
In DAZ Studio, don't render to an animation format but render to a series of images that you join in video editing SW afterwards.
OK, I tried a sun, no HDRI, no figures, and with an Iray preview already active in the viewport; there's still about a 35 second delay between frames (the frames themselves render in a fraction of a second, they're only 300x375 at 5 samples with denoise on). I just don't know if this is normal or not, will keep experimenting. Thanks for the advice so far.
I guess the next question is what do you have in your scene?
Hmmm, I wonder now too. I thought the RAM was the missing puzzle. I have a 1080ti so you definitely have the better graphics card. I'll keep thinking about it and see if I can figure out another solution.
Wendy: an environment by Andrey Pestryakov.
Bennie: Thanks, yeah it is strange. I'm going to do some tests with texture-less items and primitives and see if things speed up significantly.
no wonder
I cannot even fit most of his stuff on my card
LOL, ok yeah the textures are the issue. It takes much less time to prepare each frame when animating primitives or even a default G8F. What I don't understand though is why it has to apparently refresh the textures before rendering each frame. Shouldn't it just take longer to get started while it loads everything into memory? My card can store all the textures in memory, even for Andrey's stuff, so I wonder what's causing such a delay when the only thing that was moving in that test scene was the camera.
Hmmm ... do you happen to know / recognize if this scene uses a lot of instancing? If you do not adjust the memory settings correctly, instancing can add a lot of burden to a system.
if it's any of the Forest Superior sets, do yourself a favour and use a Stonemason set instead
That's interesting. Any more infos on this? Why would that make a difference/what does it do?
use a lot less RAM normal RAM not VRAM
the more you have in your data folder associated with the figure the heavier it gets
If you're sure your card can handle it try set instancing optimization to speed instead of auto and see if that speeds up the load between each frame render.
if I remember correctly speed puts all the texture and geometry data for everything into memory.
the other thing that might cause slow downs could be daz studios automatic texture compression as I assume it has to prepare the 'new' textures at every frame even if they are technically the same
Create a tiny render; say 50x50 pixels, and leave it open; if you have sufficient RAM on you card, it will be safe to do so and will cut out much of the preparation time.
314: That's a very good suggestion, thanks. Unfortunately, this scene had no instances (which surprised me).
Haha, hey be nice Wendy, Andrey's stuff is actually more kitbash-friendly than a lot of Stonemason stuff. Both make must-buys. :)
Skinlizard: Thanks, I had tried both of those before but tried Speed again just now to double-check. Took 35 seconds to prepare each frame, which is the same as other tests. Do you know how to completely disable texture compression? I had my two settings set to 2048 and 4096 to reduce it, but I recently reduced them to 1024 and 2048 to try and speed things up.
Nicstt: Also a good idea, it made no difference in this latest test though.
LOL it takes literally hours for an AP set to load in Carrara they are so freaking highpoly
D|S loads highpoly better but that does make it easier to render it in it
heck OpenGL cannot render those sets fast
Martin Frost stuff is also like that
look at them in wireframe it's black
The only way I've found to 'disable' the texture compression is to set both the medium and high threshold values to something above the maximum size of any texture maps you're using (I set mine to 5000 if I feel like risking my 4gb vram dropping me to cpu)
there may be an option to just turn it off but I havent found it yet if there is one.
Memory optimization for instances is the better choice. Howie Farkes Ultrascenery recommends memory setting and those scenes are poly intensive at render time.
It used to work; wonder why it doesn't now?
Skink: Thanks, I'd forgotten that was how you do it. Will try it and see if it makes any difference.
Nicstt: It could still work in general, it just had no effect on my particular example. Maybe it's the scene or my settings, I need to experiment more to be able to make a better conclusion.