Speed test 4.21.1.13 beta vs. ...26 beta (test scene included)

cgidesigncgidesign Posts: 442
edited December 2022 in The Commons

Just for fun I made a speed test between 4.21.1.13 and .26 beta.

General result is:

  • ...13 is a bit faster when guided sampling and caustics are off, ...26 is a bit faster otherwise
  • Memory consumption is nearly the same for both (the difference from render 9. upwards is related to other software not DS).
  • Activating guided sampling for the test scene costs about 150MB vram.
  • Guided sampling and / or caustics gives a way better result at fixed time of 8 min. even though the number of iterations is lower.

 

4.21.1.13   4.21.1.26
1. fixed iterations 15000   7. fixed iterations 15000

Scene loaded: 811 MB
Render: 3952 MB
guided off
caustics off
Time 5.7 min
Iterations: 15000

  Scene loaded: 819 MB
Render: 3967 MB
guided off
caustics off
Time: 5,9 min
Iterations: 15000
2. fixed iterations 15000   8. fixed iterations 15000
Scene loaded: 817 MB
Render: 4132 MB
guided on
caustics off
Time: 8.1 min
Iterations: 15000
  Scene loaded: 739 MB
Render: 4049 MB
guided on
caustics off
Time: 7,7 min
Iterations: 15000
3. fixed iterations 15000   9. fixed iterations 15000
Scene loaded: 817 MB
Render: 4095 MB
guided on
caustics on
Time: 11,7 min
Iterations: 15000
  Scene loaded: 743 MB
Render: 4071 MB
guided on
caustics on
Time: 11,6 min
Iterations: 15000
4. fixed time 8 min.
(volume around scene)
  10. fixed time 8 min.
(volume around scene)
Scene loaded: 817 MB
Render: 3957 MB
guided off
caustics off
Time: 8 min
Iterations: 16561
  Scene loaded: 754 MB
Render: 3901 MB
guided off
caustics off
Time: 8 min
Iterations: 15455
5. fixed time 8 min.
(volume around scene)
  11. fixed time 8 min.
(volume around scene)
Scene loaded: 817 MB
Render: 4089 MB
guided on
caustics off
Time: 8 min
Iterations: 11485
  Scene loaded: 754 MB
Render: 4065 MB
guided on
caustics off
Time: 8 min
Iterations: 11792
6. fixed time 8 min.
(volume around scene)
  12. fixed time 8 min.
(volume around scene)
Scene loaded: 817 MB
Render: 4091 MB
guided on
caustics on
Time: 8 min
Iterations: 7835
  Scene loaded: 751 MB
Render: 4063 MB
guided on
caustics on
Time: 8 min
Iterations: 8104

 

EDIT

I have attached the test scene to this post now. Maybe somebody can test it with an older DS version? But I don't know if the custom volume shader I made works with older DS versions.

In general I am curious about the speed of a DS without "guided sampling". As seen in my tests the renders without guided sampling and without caustics create flat results that lack details of bounced and refracted light. In DS 4.21 the guided sampling does a good job showing those. I think in older DS versions this can only be achived with caustics. So it might be interesting to compare and old DS caustics with the new DS guided sampling.

Notes:

  • In my scene the front and back walls were disabled. In the attached scene they are enabled now.
  • The volume element is opaque in non iray view. To see the glass etc. you need to disable it in the scene tree or move your view into the volume.
  • The volume.mdl is a custom one. It needs to be placed in the mdl directory of DS (see volume.mdl_path_readme.png).
  • The normal map assigned to the table surface is of less quality than the one I used (90% quality jpg instead of png). The original png had a to big file size.

EDIT 2

The forum does not like me to upload the zip. So here is a google drive link.

https://drive.google.com/file/d/1aFx1E2zseRqW1WS3oM0fU_nP9blmt3z3/view?usp=sharing

1.jpg
700 x 571 - 210K
2.jpg
700 x 571 - 213K
3.jpg
700 x 571 - 206K
4.jpg
700 x 571 - 211K
5.jpg
700 x 571 - 220K
6.jpg
700 x 571 - 220K
7.jpg
700 x 571 - 211K
8.jpg
700 x 571 - 214K
9.jpg
700 x 571 - 209K
10.jpg
700 x 571 - 212K
11.jpg
700 x 571 - 218K
12.jpg
700 x 571 - 220K
Post edited by cgidesign on

Comments

  • outrider42outrider42 Posts: 3,679

    I ran the benchmark scene. It is technically faster than the previous 4.21. But that version was even slower than 4.20, which in turn was slower than 4.16.

    Summary: New Iray 4.21: 78 seconds

    Previous 4.21:  88 seconds

    4.20:  78 seconds

    4.16:  66 seconds

    So you see what they did. They only fixed the performance regression from 4.20 to 4.21, and not the performance regression from 4.16 to 4.20. This is in the change log:

    • Avoided some severe performance overhead (around 1.2x, depending on rendering setup and scene) for enclosing glossy transmission-only hulls, like found in a popular public benchmark scene (nvbugs 3846081).

    So they are blaming this a certain glossy surface. I find it funny that they say it is found in a popular benchmark scene. Pretty much every scene I made was slower than 4.16. But this regression may only apply to what happened between 4.20 and 4.21.1.13. Perhaps the cause of the regression after 4.16 is still unknown.

  • cgidesigncgidesign Posts: 442
    edited December 2022

    interesting - unfortunately I don't have a 4.16 backup, so I can't test with it. But I was anyway more interested to see the effect of guided sampling on vs. off. in this type of scene.

    Would be interesting to see figures, if one compares a scene in 4.16 with no guided sampling (I think it was not implemented in that version) and 4.21 with guided sampling. Iterations per time might be better in 4.16 but what about image quality per iteration?

    EDIT: Scene is now attached; see first post.

    Post edited by cgidesign on
  • outrider42 said:

    • Avoided some severe performance overhead (around 1.2x, depending on rendering setup and scene) for enclosing glossy transmission-only hulls, like found in a popular public benchmark scene (nvbugs 3846081).

    So they are blaming this a certain glossy surface. I find it funny that they say it is found in a popular benchmark scene. Pretty much every scene I made was slower than 4.16. But this regression may only apply to what happened between 4.20 and 4.21.1.13. Perhaps the cause of the regression after 4.16 is still unknown.

    That's because I opened that ticket # with NVIDIA back on Oct 26, 2022, and pointed them to the forum benchmark scene. There's nothing funny to it -- they worked with what was reported to them.

    If you can construct any other scenes that still exhibit performance regressions then post them and I can create another ticket.

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