
Light group support for PhotonGI?
Re: Light group support for PhotonGI?
I was referring to the clamping value in general, having a clamping value per light group it's even better 

Re: LuxCoreRender v2.1/2.2 features poll
Are you sure ? I mean, if I can ignore the "additional memory problem" I can easily add the support for light groups (storing 8 x 3 floats values instead of 3 float, max. light group count x RGB instead of 1 x RGB).B.Y.O.B. wrote: Tue Mar 31, 2020 2:21 pm In the hall bench scene, the VRAM usage is:
- without cache: 1029 MiB
- with cache: 1031 MiB
The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns

Re: Light group support for PhotonGI?
We just need a warning Message on it. Being a special features it is acceptable to have such sacrifice to do. multiple render in one this is awesome.The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Re: Light group support for PhotonGI?
No, it is not optional, even if you use a single light group, it will use 16MB instead of 2MB (i.e. no problem) and 800MB instead of 100MB (i.e. big problem).Sharlybg wrote: Fri Apr 03, 2020 1:24 pmWe just need a warning Message on it. Being a special features it is acceptable to have such sacrifice to do. multiple render in one this is awesome.The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Re: Light group support for PhotonGI?
understood (This is CrazyNo, it is not optional, even if you use a single light group, it will use 16MB instead of 2MB (i.e. no problem) and 800MB instead of 100MB (i.e. big problem).






So maybe boosted Path/Bidir will make the trick

Re: Light group support for PhotonGI?
Some tests, VRAM usage of PhotonGI indirect light cache (no caustics cache), as reported by LuxCore:Dade wrote: Fri Apr 03, 2020 1:13 pmAre you sure ? I mean, if I can ignore the "additional memory problem" I can easily add the support for light groups (storing 8 x 3 floats values instead of 3 float, max. light group count x RGB instead of 1 x RGB).B.Y.O.B. wrote: Tue Mar 31, 2020 2:21 pm In the hall bench scene, the VRAM usage is:
- without cache: 1029 MiB
- with cache: 1031 MiB
The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns![]()
Danish Mood:
- without cache: 577 MiB
- with cache: 580 MiB
Diff 3 MiB
LuxCore 2.1 Benchmark:
- without cache: 479 MiB
- with cache: 486 MiB
Diff: 7 MiB
LuxBall scene from https://github.com/LuxCoreRender/LuxCor ... s/tag/v2.3:
- without cache: 269 MiB
- with cache: 296 MiB
Diff: 27 MiB
DLSC testscene:
- without cache: 374 MiB
- with cache: 376 MiB
Diff: 2 MiB
If these numbers look fishy to you, maybe LuxCore is not counting all VRAM usage of PhotonGI? However, the VRAM usage I see in the task manager looking mostly the same)
The memory can't be allocated only on demand?Dade wrote: Fri Apr 03, 2020 1:28 pm No, it is not optional, even if you use a single light group, it will use 16MB instead of 2MB (i.e. no problem) and 800MB instead of 100MB (i.e. big problem).
Re: Light group support for PhotonGI?
No, if you are reading the numbers from the log, they are correct as far as I know.B.Y.O.B. wrote: Fri Apr 03, 2020 2:40 pm If these numbers look fishy to you, maybe LuxCore is not counting all VRAM usage of PhotonGI?
It is but is more complex (mostly in OpenCL).
Re: Light group support for PhotonGI?
That was fast. We still need blendluxcore add to test i guess.Dade wrote: Sat Apr 04, 2020 11:41 am I added the support for light groups to PhotonGI (both indirect and caustic cache)![]()
Re: Light group support for PhotonGI?
Nope, it should work out of the box.