Presto Speed and Interactive Improvements

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GreenUser
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Mon Jun 16, 2014 5:37 am

Spherical wrote:
giannis wrote:The main reason is that it would not worth to spend the memory and speed of GPUs when adding secondary channels to be rendered.
So you have to render twice?
If it works like I have seen on some other render engines it would do the passes at a different time than the main render, but the passes would go really fast.
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giannis
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Mon Jun 16, 2014 5:59 pm

Spherical wrote:
giannis wrote:The main reason is that it would not worth to spend the memory and speed of GPUs when adding secondary channels to be rendered.
So you have to render twice?
The problem is that putting the render passes along with the color computation pass, we will be wasting resources for the computation of these extra buffers. While for CPU renders that does not hurt that much, for GPU it becomes a bottleneck. Usually the render channels take only a few passes to clear up.

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jan
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Mon Jun 16, 2014 7:05 pm

In that case could be computed at the end of the render, if it's possible
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Tue Jun 17, 2014 1:31 pm

When will this new version be available?
pooyawatson
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Fri Jun 27, 2014 12:30 pm

Very well done Thea team. In the bench marks there are 3 colors in each line, may I ask WHAT each color is representing?! The green and blue colors I mean.
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nigec
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Fri Jun 27, 2014 12:38 pm

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