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eGPU rendering benchmark

Posted: Sun Nov 09, 2014 4:19 am
by davide445
Start experimenting with my eGPU setup, with all the push for GPU rendering maybe it's interesting someone else.

Used this thread as reference http://www.indigorenderer.com/forum/vie ... 37&t=12809, with 3min Erotica test scene, Path Render, these are my results in samples:

CPU: 242.72/pixel, 891k/s,
Hybrid: 311.99/pixel, 1145k/s

My rig: i5 2520M@2.5Ghz, 8GB RAM, eGPU HD7950Boost

Referring the previous thread and analyzing previous results and hw:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

Appear that I did achieved the average 30% speed gain using Hybrid rendering, so my performances are pretty CPU limited, eGPU setup is not limiting performance gain in any way.

Hope future Indigo versions can push more on GPU for greather speed gain.

Re: eGPU rendering benchmark

Posted: Sun Nov 09, 2014 11:32 pm
by Zom-B
davide445 wrote:Appear that I did achieved the average 30% speed gain using Hybrid rendering, so my performances are pretty CPU limited, eGPU setup is not limiting performance gain in any way.
Sadly this situation is quite similar with common build in GPUs...
davide445 wrote:Hope future Indigo versions can push more on GPU for greather speed gain.
Yes, this is actually in development and will use 100% of each OpenCL device you have inside your computer: http://www.indigorenderer.com/content/i ... -rendering

Re: eGPU rendering benchmark

Posted: Mon Nov 10, 2014 1:06 am
by davide445
Zom-B wrote:
davide445 wrote:Hope future Indigo versions can push more on GPU for greather speed gain.
Yes, this is actually in development and will use 100% of each OpenCL device you have inside your computer: http://www.indigorenderer.com/content/i ... -rendering
I really really hope GPU release will be available in short time, at least in a usable beta.
Don't want to mess up with game engine rendering or need to pay a render farm, having planned eGPU setup exactly for the performance boost.
Unfortunately appear OpenCL adoption it's still vary in rendering arena.