Hello guys, you probably all have the same experiences. When you just started a blank scene with a teapot, the rendering is very snappy. When you add more and more blurry reflections, environment fog, mesh lights, and other stuff, the rendering / IPR takes longer and longer to even see anything. At a certain point, IPR just becomes unbearable to use.
I understand that offline rendering is not as time-sensitive as video game design, but rendering time is still pretty important for most of us who can't afford to have 10 RTX 3090 in our computer. Just for brainstorming, in the video game industry, some common tools are often used to analyze how many milliseconds within a frame it takes to render diffuse pass, GI pass or post effects. So developers can figure out how to reduce the render time of each frame and increase the frame rate.
Is there any analysis tool or statistic report to show how VRay's rendering time is spent on an image, so that we can also optimize the render time as well? It would even be better if VRay can visualize the image based on the level of time consumption of each pixel, just like the cache viewer in the old days. That will be super helpful.
Here attached some screenshots from the Unreal rendering analysis tool.
Performance profiling
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View Modes to help identify which areas in the viewport will be more expensive to render:
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VRay Cache Riewer:
I understand that offline rendering is not as time-sensitive as video game design, but rendering time is still pretty important for most of us who can't afford to have 10 RTX 3090 in our computer. Just for brainstorming, in the video game industry, some common tools are often used to analyze how many milliseconds within a frame it takes to render diffuse pass, GI pass or post effects. So developers can figure out how to reduce the render time of each frame and increase the frame rate.
Is there any analysis tool or statistic report to show how VRay's rendering time is spent on an image, so that we can also optimize the render time as well? It would even be better if VRay can visualize the image based on the level of time consumption of each pixel, just like the cache viewer in the old days. That will be super helpful.
Here attached some screenshots from the Unreal rendering analysis tool.
Performance profiling
View Modes to help identify which areas in the viewport will be more expensive to render:
VRay Cache Riewer:
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