giannis: I tested some more and it seems both the suboptimal CPU usage as well as the long stopping time are related to me rendering the Normal, Depth, Alpha and Material ID channels at the same time as the main image.
I'm rendering at 2560x1600, but I have 14 Gig of RAM, so I'm not sure what the problem may be.
Also, I measured how long it takes to stop the rendering and it is over 2.5 minutes on average. In this time, CPU usage is around 2-3 % - not sure what's going on there...
Copying stuff around in memory?
The scene is one single object with ~450.000 polys on 5 surfaces.
If needed I can provide the scene, but I tried some more and see the same behaviour on other scenes as well.
Just speculating here, but with FPrime for Lightwave (which works similar to unbiased in some ways) at one point there was a speed decrease with many cores and fast CPUs because FPrime synchronized too often to the file on disk, since it was optimized for slower machines.
Now I wonder if rendering several Channels is slow because there is too much switching between the Buffers or something like that?
Now that building the Environment is multithreaded and superfast, would that be possible for the stopping phase as well somehow?
And a last question: I have 8 cores and the Thea Threads setting has a max of 8. I saw a speed increase with some other renderers when setting Threads to 16 (although I have no Hyperthreading). Is the 8 Threads limit hardcoded in Thea or does it set this limit based on physical cores available?
Now that there are 16 and more core machines available, I wonder how Thea scales on those...
I personally would like to see a higher Thread limit, even if it is just for testing purposes
Cheers and thanks!
Thomas