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Streaming Textures - Iops Slow

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  • Streaming Textures - Iops Slow

    So this is a bit of a tricky one and I'm not saying this is a bug, but an issue that we've noticed. With NEXT, we've been going back thru our libraries and updating our assets, one of those being people proxies created from anima. In vray3, those were vrscene files, which had their benefits, however, recreating them in vrmesh allows us to assign a MM ID and allows them to be rendered easier offsite (aws via deadline can't parse embedded vrscenes to grab the necessary assets to upload). Each person has maybe 3 textures (1 png, 2 jpgs) totally under 20MB. This gets multiplied up rather quick as we typically have a few dozen unique people in our models.

    The issue is at render time, the scene setup and pre-render process can take maybe 15 mins with the people and we've narrowed it down to the textures being the issue (if mat override is used, instant render. Also, if all textures are remapped to a local source, instant render). This would indicate vray is bottlenecked pulling textures off our NAS, however, we're on a 10gb LAN, pulling off SSD's that can nearly saturate that. Its not a ton of files that would be slowed down if we had a mechanical HDD NAS and had to seek a ton (less than the rest of our materials in the scene) and its not a ton of actual data (less than 200mb of just people textures). And when looking at the task manager, its not like its hammering any single thing that would cause this massive delay.

    I was wondering if there was something else I should be looking at: file type? length of path (which is quite long)? I just don't think IOPS is the issue coming off our NAS, but it does seem there is something with the access and caching of the files that is causing the issue.

    Render process is vanilla NEXT using progressive or interactive (no hybrid/gpu)

  • #2
    Hi,

    Could you please follow up on the private message I have sent you?

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