Cycles Persistent Data
TheMysteryIsThePoint
Posts: 2,946
I don't know how I could have missed this; I thought it was just in E-Cycles but not main.
On the Render Properties tab, under Performance, Final Render, there's an option called "Persistent Images". Checking it has lowered rendering times for certain scenes of mine anywhere from 0:27 down to 0:22 and 2:20 down to 1:50. For 300 frames, well, you can do the math.
And apparently, there's very recently been a patch to be able to persist more things beyond just the textures. Time to update my default scene file :)
Comments
and for eevee there's the GL texture timeout
Holy mackeral, eevee will take out my garbage too?
Just have to comment on this again. Between this and Cycles X, I don't think I'm even going to upgrade my GPUs because how long it takes to render is almost not my limiting factor anymore. Man, who would have thought that just a year ago? Not only is it often more than twice as fast for complex scenes, today I've found that my GPUs are even running significantly cooler. I'm not a gamer, but I understand that rendering is less stressful on the GPU than gaming, so is it transfering data that causes a GPU to expend so much energy?
Is cycles x out yet? Haven't been keeping up lately.
No, but I tried the build from the Cycles-X branch. It doesn't yet support multiple GPUs, so I compared it against stock Cycles on just one GPU.
Ah nice. Will probably just wait for it to hit at least the alpha build of blender, unless it takes a long time. These days I am mostly doing modelling, and taking some rigging classes in blender, not much on the rendering side lately. I gotta say rigging in blender is a lot easier, moslty due to that wonderful tool called the 3d cursor. I used to hate that thing when I first started, but damn is it handy to get bones to appear and snap exactly where you need em.
"I used to hate it, until I understood it"... man, how many times have I thought that about Blender.