I’ve noticed for some time my slaves are super slow to kick-up, which is odd given they’re all dual-xeon monsters. It can’t be the scene given it starts in seconds on master workstation.
Monitoring task manager showed me the whole precomputation is happening in single-thread only, i.e transforming vertices, parsing the scene and seemingly also large part of secondary GI ?
Is this intended behavior or some bug along the path.
Also, the slaves keep rendering the initial pass over and over. The passes do stack up on master-node, but is the resulting quality identical to if the slaves keep sending more refined result ?
Or is this affected by the time period over which updates are sent ?
As to 1 - I am not really sure, but I don’t see any reason why it should be single-threaded. Ondra should have the final word. You are not using any string options, right?
I’m not rendering very heavy scenes, so for me it’s not that a big difference.
Transforming vertices seems to be single-threaded- yes. But not secondary GI- what do you mean ‘large parts’ of it?
Maybe my secGi-calculation is too short and I don’t see it switching from single to multi-threading.
I’m using 1.3
Transforming takes the longest, but parsing is the second after. These two together, take almost 5-10 minutes, opposed to 20 seconds on master pc. My scenes are around 1GB big. (although they can have a slew of proxies and xrefs attached so that true, virtual size could be almost 2GB).