Are you on Windows or OSX?ThomasHelzle wrote: I'm rendering at 2560x1600, but I have 14 Gig of RAM, so I'm not sure what the problem may be.
I would like very much to have that scene. Memory and thread sync may be the case here, but having a test case will be nice.ThomasHelzle wrote: 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.
The channels may affect it but not the multithreading environment building.ThomasHelzle wrote: 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?
Thea does not pose any constraint on the thread, but its default proposal is the same as your CPU cores. In a CPU with 48 cores (yes... DallasRT machine!) it will show 48 cores as the last choice. But it doesn't prevent you to enter any number you like (you may try 16 by editing in the thread edit box, but unless you have hyperthreading support, it won't help).ThomasHelzle wrote: 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
Please send me the scene. If possible, I would like to treat the bug before public announcement.