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Re: Blender Freeze OpenCL Render

Posted: Sat Feb 17, 2018 11:14 pm
by jensverwiebe
And....

Code: Select all

	const u_int threadCount = 1;
	vector<boost::thread *> threads(threadCount, NULL);

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[LuxCore][1.590] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.694] Visibility map done in 0.10 secs with 1000000 samples (9.62M samples/sec)
vs.

Code: Select all

	const u_int threadCount = 1;
	vector<boost::thread *> threads(12, NULL);

Code: Select all

[LuxCore][1.445] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.523] Visibility map done in 0.08 secs with 1000000 samples (12.87M samples/sec)
Imho forget the threading there.

Re: Blender Freeze OpenCL Render

Posted: Sat Feb 17, 2018 11:29 pm
by Dade
Fixed.
jensverwiebe wrote: Sat Feb 17, 2018 11:14 pm And....

Code: Select all

	const u_int threadCount = 1;
	vector<boost::thread *> threads(threadCount, NULL);

Code: Select all

[LuxCore][1.590] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.694] Visibility map done in 0.10 secs with 1000000 samples (9.62M samples/sec)
vs.

Code: Select all

	const u_int threadCount = 1;
	vector<boost::thread *> threads(12, NULL);

Code: Select all

[LuxCore][1.445] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][1.523] Visibility map done in 0.08 secs with 1000000 samples (12.87M samples/sec)
Imho forget the threading there.
You are comparing 1 thread Vs 1 thread. In both cases, you are running with one single thread. Only the size of the vector is changed.

Anyway, try with 100,000,000 samples and a scene with a couple of millions of triangles, you will change your mind.

Re: Blender Freeze OpenCL Render

Posted: Sat Feb 17, 2018 11:32 pm
by jensverwiebe
Dade wrote: Sat Feb 17, 2018 11:29 pm ....
Anyway, try with 100,000,000 samples and a scene with a couple of millions of triangles, you will change your mind.
I plain believe you here :D

Jens