But out of interest, when optimizing. What's more important, Texture Resolution or Texture File Size? i.e. if the texture is 8k but the file is only a few MB does it need optimizing?
The size on disk does not matter, it gets extracted into memory anyway. So for the rendering process, it's no difference if you load 8k from a small JPG or any uncompressed file format. But if you use CoronaBitmaps, you save a lot of memory when using the out of core feature.
Anyway my first test, I've just been watching the render with all of the windows open via remote desktop for one of the nodes.
The "slowwwww" parts just come from loading assets imho. Your master already has a lot of them loaded, to set up the viewports for example. Network/disk usage (depending on the location of your stuff) should be high at the same time.
Max Process (underlined blue) does not exceed 90GB at any point during any of the above.
Those insane commit sizes you listed are exactly the issue I monitor at most jobs. And they are responsible for crashes, even if the process seems not to need or use the provided virtual memory. It is just crazy to see the system paging gigabytes of ram for a scene that can actually render with a fraction.
I was also expecting these circled numbers to match or have I got that wrong
No W11 here, the memory page in task manager would have been useful, don't know what W11 shows here. If it is like W10, then yes. Additionally I don't know how Corona exactly displays the values there (Gibibyte vs. Gigabyte, that is 2^30 vs. 10^9 bytes per "GB"). But I assume the values are fractional Gibibytes.
Edit: Taskmanager seems to show used ram in your screenshot while DR tab shows (system) commit size.
There are a couple of things I find odd.
Agree. I would like to know the answers as well. Except for the duplicated scene Max stores, I have no hint what is causing all that trouble.
But as for the slow DR, same as above: DR server spawns a Max instance and all stuff that is already loaded when pressing render interactively has to be processed first. If you look at your max.log when loading a scene, you will notice a line like "Done loading file: (...)". Note the timestamp and see how many minutes you have to wait for Max getting responsive when loading a scene interactively. That time between loading the scene and having a "renderable" scene adds to DR nodes because the scene is (currently) loaded on the slave every time you start rendering on the master.
Good Luck
« Last Edit: 2023-11-14, 10:58:49 by Frood »
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