edna wrote:Unfortunately I can't extract the 7z file. Just clicking it opens 7zip, but if I click 'extract' from within that window then I end up with lots of errors and a folder of files which are names only, not real files. If I right click on the 7z file and "extract here using 7zip" then I get the same errors. This is the LuxRender_0.8_64bit_OpenCL file.
edna wrote:The installers works, anyway, so I'm up and running. Never tried the installer before and I am impressed - it has been nicely done.
edna wrote:Might I also suggest that a release like this might come with very basic instructions on use? Not on Luxrender generally, but just a pointer towards the list of presets that set up the hybrid mode (which many people will try first). Lots of people will try out a new release, but won't know where to start with it, so may give up quickly. Just a thought.
edna wrote:Edit: internal/external hybrid modes appear to launch correctly, but according to GPU-Z my (OpenCL enabled) GPU isn't doing any work to speak of. Occasional 10-20% spikes, but generally 0%. The LuxRender log says "OpenCL Device used: [JuniperIntersect]", which looks encouraging. SmallLuxGPU works well, with 100% GPU usage on the same scene. I had the same issue with the beta releases, so reverted to SLG. Happy to put this in a new thread if that would be helpful.
Hybrid renderer requires a balance of CPU and GPU power, and is also scene dependent. Either your GPU is too fast compared to the CPU, or your scene is too simple.
edna wrote:So SLG because uses a different integrator, it makes more use of the GPU, presumably.
edna wrote:Is there a suitable test scene that is likely to work the GPU relatively hard under Lux 0.8, just so that I can see what difference it makes in a suitable scene?
SATtva wrote:edna wrote:So SLG because uses a different integrator, it makes more use of the GPU, presumably.
SLG has a GPU-only mode (which runs completely on the GPU) and a Hybrid mode which is just like the one in Lux. However, there are two distinctions to the Hybrid: 1) in SLG you have an ability to control how many CPU threads are used to feed the GPU; 2) SLG rendering pipeline is simpler (simpler materials, not spectral) which means it takes less CPU time on rendering and leaves is more time to feed the GPU.
Sansari wrote:So this means SLG has features that luxrender doesn't? Namely the gpu-only mode. Is there a particular reason you chose not to integrate it into luxrender? I would've liked to see a gpu only mode without having to download both programs separately :/ Would you guys consider adding SLG-style gpu only mode to future releases of luxrender
Abel wrote:If anything, I would have expected the example scenes to be in the program folder, but I suspect that would be bad practice. Some shortcuts would be nice for the next release though.
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