Author Topic: Is parsing real multithread?  (Read 3494 times)

2016-06-04, 20:22:44

cecofuli

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Hi,

I did a simple scene, big plane with a lot of trees (CoronaScatter)
The parsing time is 51 seconds, and CPU usage is about 18-20%...
If I disable Multithread parsing, the Parsing time will be 56 seconds and CPU usage is near the same...

Is it a bug. Or isn't possible to do better?


Thanks =)

2016-06-04, 20:33:59
Reply #1

Ondra

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it depends on many factor. Do you have avoid collisions on?
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2016-06-06, 00:17:11
Reply #2

cecofuli

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With or without, the difference is minimal

WITH COLLISION:
Multithread parsing ON = 51 sec -  CPU usage= from 9% to  26%
Multithread parsing OFF = 56 sec -  CPU usage= from 9% to  11%

WITHOUT COLLISION:
Multithread parsing ON = 38 sec -  CPU usage= from 9% to  26%
Multithread parsing OFF = 46 sec -  CPU usage= from 9% to  11%

« Last Edit: 2016-06-06, 15:12:37 by cecofuli »

2016-06-06, 09:31:14
Reply #3

Ondra

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Can you send the scene to sik@corona-renderer.com? We will take a look
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2016-06-06, 15:12:01
Reply #4

cecofuli

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Done,

I tried also with

(*) 6000 sphere with 100 segments (as a copy) + Plane + CoronaSun+Sky


Same behavior.
with multithread parsing = ON I have some little improvements, but not so much.
And the Max CPU usage is about 25%

2016-06-06, 15:24:20
Reply #5

Juraj

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I remember when Ondra sent me daily build he coded at last minute night before presentation in AD which first introduced the multi-threaded parsing, it was amazing, 1 minute, went down to few seconds :- )

I also think I notice a bit that parsing slowly crawled back a bit, because my scenes aren't that different (and I don't use displacement).
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2016-06-06, 18:03:26
Reply #6

Ondra

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unfortunately over the time we had to make a lot of shit single-threaded again, because... you guessed it! 3ds Max would rarely crash otherwise
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)