I have a pretty big file of a city here. (~ 28 million polys). Simple setup with an override material & sun/sky.
In IR the performance drops significantly, to the point where its not really useable anymore. (see corona_ir.mkv).
Normal Render performance is fine again as you can see in the screenshot.
Again no bug :] but the way Corona IR uses Embree: In order to run/start the scene in IR quickly, different modes/flags are used for production and interactive rendering. I’m working regularly with geometry like that (no instances, unique geo, large scale meshes) and also want to see some more flexibility here. Someday I’m going to request at least Corona string options to be able to adjust that behavior for certain scenes. I would gladly trade preparation time and/or memory for IR speed in such scenes.
I thought it would be something along the way…did not know where else to post it.
Anyways, thanks for the information! This means that in scenes like that IR is not really an option as of now?
We have to live with that drawback it seems as there is no way to change Embree behavior currently. You can of course try to optimize the geometry somehow.
Indeed! My worst ratio was about 1:3 Let’s see if Rowan can find something useful here…
I’ve noticed a similar thing, although I mostly deal with highly detailed interiors with high res materials. Once scenes start becoming more complex and detailed the interactive viewpoint slows to the point of becoming unusable.
Could it be that material override contributes to this?
I’ve noticed that when using it, any scenes with a large number of objects will be slow in IR, as if the material override is parsed/re-parsed more often than it should.
I just ran into the same issue with a different scene.
This time the poly count is lower (~ 10 million polys) so the IR slowdown is not as obvious, but we are still talking about an almost 50% performance loss as opposed to the “normal” render. 3,6 vs 6,6 Rays/s total.
I guess Frood already identified the problem and I hope there will be a solution for this.