General GPU/testing discussion from benchmark thread
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I have one. "Bend of the River". https://www.daz3d.com/bend-of-the-river
There are millions of vertices in the fully loaded environment. It is so heavy that the scene loads with most of the foilage turned off by default. Otherwise most people's PCs cannot handle it, including mine. When fully loaded, Daz Studio comes to a crawl. The following secen barely fits my 1080ti. If I have a browser open, it will fall to CPU. I have to close everything to render. HOWEVER, the new 4.12 beta has made this scene so much more responsive. Even with everything visible DS is now usable again. And I also noticed that I can now have a browser open and still render, its like it doesn't use as much VRAM as it did before.
Here's the scene info:
Here is the image made. The environment is very large, there is a lot there not in my render. You could probably subdivide the rocks to get even more angles.
And like, here's my bench for 4.12 beta:
i5 4690
32 GB RAM
Samsung 500MB SSD, Western Digital 1TB External
1080ti EVGA SC2 Black 1947 mhz
1800 iterations, 5.913s init, 457.867s render
Total Rendering Time: 7 minutes 47.61 seconds
Beeing a larger company doesn't warant anything. Intel had their ass kicked by AMD lately. I don't know what to expect from them. Remember they made the Xeon Phi and I'm not sure it is successfull.. At least they are a bit less prone than Nvidia to use closed tech. So in term of Software support you can at least expect multi GPU DXR support and certainly vulkan too. The big question is if they are going to concentrate on performance gaming in order to build up or if they will extend their hardware and build a software ecosystem for high performance computing and bring an open alternative to Cuda.(they support opencl 2.0 for ex)
Didn't have time yet but check Nvidia Orca's scene https://developer.nvidia.com/orca
I was thinking of eventually building a scene with some speedtree if necessary but the NVIDIA Emerald Square City Scene could be a good bet
It's been already two years now that AMD outsells Intell. They're still napping.
It's not about the performance crown. In price per performance ratio they're flat beaten and that's why AMD has made a come back. The first ryzen was farther in gaming performance but the balance price/performance made it to convince people to buy it. If you have to pay +1000$ more to get few more fps, very few people will do it.
Plus you're the one also advising AMD platform because of their compatibility in the long run. The FPS crown is not the ultimate selling factor
In the GPU field I already told you last year that AMD is far from NVidia.. That's nothing new and 2020 won't change anything, and at least you realised that. Intel beeing new they'll have to be utterly good and impress everybody to be able to shift people's decision but that will be hard. People don't buy Nvidia's GPUs just for gaming (that's why I talked about ecosystem). And there is also the question of their motivation : what is their ultimate goal ? Is it to get the ultimate performance crown (which I doubt) or do they have a certain market as a target (ex console)
I've found this article about the new Iray RTX performance impact. It could help your study.
https://www.migenius.com/articles/rtx-performance-explained
Yea I saw the multi-GPU bug here myself with 4.11 general release, will be testing the 4.12 beta out later today to see if it's fixed
Then we'll agree that there are many factors and even with the best product and the best price you could still fail at selling it
That's why I don't think it will be that easy for Intel
I've checked it out myself: it's noticeably faster with RTX GPUs!
It's a superficial test, I know, but it works for me.
I've used the same scene (attached), that is one that I had actually rendered some weeks ago. This is that version, but now I've rendered it GPU only (RTX 2060) until iteration 500 in both 4.11 and 4.12, everything else is the same.
SPEED IMPROVEMENT: 33%
PS: please don't explain to me why this test is wrong on who knows how many levels, I don't want to join the aggressive discussion. I just wanted to check it out on an actual scene myself, as the noob I am xD
I hope this data will be helpful to other people that don't want to spend half an hour this way, or that don't have a RTX card yet.
If they don't over take AMD in GPU market share in 2-3 years I would be very surprised. There are only 2 reasons why they would fail to do so: They overprice their products (which wouldn't be too surprising), or AMD pulls a rabbit of a hat and actually sells a top tier GPU. AMD just doesn't have the brand power in GPUs anymore. And it took AMD a couple years to rebuild their brand power in CPUs. That's also why Intel is still in good shape for now. And nearly every gaming benchmark you find for GPUs will use the 9900k as its test bench, because it is the fastest CPU. They do this to remove as much bottleneck as possible. But what this also does is keep Intel's brand in the public eye. If popular tech outlets start to switch to Ryzen for GPU benchmarking, then we'll know for sure that the market has truly swung. They may yet happen...but for now it is still Intel.
It is not so far fetched to think that in 2020 or 2021 one the best PC configurations you can build might just be an AMD CPU with an Intel GPU. Just a few years ago this idea was unthinkable. AMD was dead in the water a few years ago, and the only thing that kept them afloat, and there are people from AMD on record who say this, the only thing that kept AMD afloat was their contracts with Sony and Microsoft for consoles. AMD has been supplying both CPU and GPU to Sony and MS for some time, and these guaranteed sales are what helped AMD fund the development of Ryzen. Without Sony and Microsoft, AMD may not even be in business right now. There is a lot of speculation that Sony even helped directly finance some of Navi's development.
That's just how bad things were for AMD, I don't think many people understand just how dire things were looking before Ryzen. That's also why I am not sold on AMD's continued success beyond 2021. They have to take full advantage of the golden situation in front of them right now or they might very well fall out of the GPU market still yet. And once Intel reaches 10nm, AMD will have a very difficult battle in the CPU side as well. Don't get me wrong, I am rooting for AMD to stay competitive because I want competition. This market needs competition, that's why we have $1200 2080tis. It is in all of our best interest that competition be strong.
AMD 3rd-Gen Ryzen is going to be 7nm chip
Yes, it is. But Intel's 10nm is as good or even better than AMD's 7nm, this is no idol speculation, this has been reported on. Not all process nodes are equal, there is no standard for how they measure this, and each manufacturer may be different in their definition. Intel's process has been superior for years. And even so, any chip is only as good as its design. A perfect example is AMD Radeon VII. The Radeon VII was the world's first 7nm GPU, and yet it could only match a 2080 at best, and the 2080 is on a 12nm node. To be frank, that should be embarrassing for AMD. They put everything they had into the VII, and that was the best they could do? Match a 2080, which BTW matches a 1080ti. A 1080ti that was over 2 years old. It took AMD over 2 years to reach 1080ti performance! There is no better evidence at hand to demonstrate just how far behind AMD is than the Radeon VII. Now they have Navi, but once again, with 7nm and a new GPU structure, they still cannot beat a 2080. By the time AMD releases their so called "big Navi" GPUs, Nvidia will be already prepping for its next generation follow up to Turing. So if AMD finally catches up to the 2080ti, Nvidia will be ready to top it by a mile. That is not good for AMD at all.
Plus as I already said, AMD's very best CPU based on 7nm still cannot beat Intel at 14nm, the 9900k in single threaded tasks that rely on low latency. It gets worse in the data center market. The only reason AMD is doing better here is their lower prices.
True but one also has to consider industry support which Intel has had by the balls for years
There's a very simple answer to the general question: "Why do people run benchmarks?"
Because it's fun!
You are free to participate - or not - as you see fit. Although I highly encourage you/people to give it a whirl regardless if you've got the time. It gives those of us who find analyzing this stuff interesting/useful more to play with.
Nothing wrong with having fun. I just don't want unsuspecting users here being misled into thinking that any of this data actually means something when they're looking for advice on what GPU to buy.
As a matter of fact, I recall someone recently referred to posting conflicting render times that disagreed by only 20 seconds as making "a grave mistake and doing everybody injustice".
I tend to agree. And if now we're talking about render times disagreeing by 5% to 300% depending on content, that's like really unjust, IMO. Heck, that could be MANY MINUTES of difference, not just seconds.
...it does mean something. Just not everything. Something I'm pretty sure anyone with half a brain knows. ESPECIALLY if they're in the habit of reading discussion threads like this one.
A benchmark is just a type of ruler (the measurement device - not the type of person who rules over other people.) Telling people they shouldn't make use of benchmarking information in buying decisions because the information they give might be innacurate makes exactly as little sense as telling people they shouldn't make use of rulers in cutting wood because the measurements they give might not be accurate.
Smart woodcutters make multiple redundant measurements and cut once. Smart graphics cards buyers peruse multiple redundant benchmarks and buy once.
Ah, so you will update your list to show the correct render times instead of one bad anomaly, then! :D
Also, nobody here has ever said or claimed that you will always get X as the result. If you can kindly point us the quote where somebody said that all users and all scenes would see the same performance gain from RTX, then OK, you may have a point. But otherwise, its time to drop this very tired subject.
Can you blame people for trying to find answers for how RTX performs for Daz Studio? While migenius has done good work, and I bring them up all the time, they do not run Daz Studio. Migenius has nothing to do with the Daz asset store. When they say it takes a complicated scene to see the impact of RTX, well the obvious question is "how complicated?" To narrow that question down, "how complicated by Daz standards?" I don't believe the attempt to pursue this is pointless. Outside of migenius, nearly every search of Iray on the internet will lead you to these forums. Much of the knowledge gained has come directly from people in these forums performing a variety of tests for themselves and sharing it with the world.
Nothing ventured, nothing gained.
Also, while the new ray tracing core performance may fluctuate, Iray CUDA performance scales extremely well. A card's CUDA performance will scale across different scenes and the difference between one GPU and the next is very consistent. Thus there is a still baseline for the performance from these benchmarks. If it is shown that RTX has little to no impact on the benchmark scene, well that makes it quite easy then. That would provide a baseline level of performance one can expect from RTX. And then they may see extra performance on top of that depending on the scene complexity.
That doesn't seem so complicated to me.
Can someone test this scene in DS 4.11 and DS 4.12 please ?
I get 20x speed improvement between the two versions and would like to see how it goes on other cards especially with non RTX cards
It's basically the SY scene modified with a strand hair asset which is configured to be cached on RAM for rendering (don't know if that may be a problem)
thanks
https://www.sendspace.com/file/b78062
@RayDAnt
I agree that the benchmarks have value, and the more people post their results the more useful the data becomes, but if you ask for too much info people will not bother to post results. I have run your benchmark test but have not posted my results because I think you are asking for way to much irrelevant information and I think your test has a serious flaw (more about that below).
Most people are probably not looking to buy a complete system, they are just looking for video card data, so the test should be as simple as possible and eliminate other factors as much as possible and test the video card performance only.
I think the data points that matter for this kind of benchmark are:
Video Card (make and model)
Nvidia Driver Version
Daz Studio Version
Optix (on or off)
CPU (Make, model and clock speed)
Amount of System Ram (I actually doubt this plays any major factor, so can probably be left off)
Total render time (As reported by the log file)
As suggested by outrider42 it would be better to start the test from the Iray preview (after it starts the actual render) instead of the Texture Shaded preview to eliminate as much of the system overhead as possible.
Now for the serious flaw. Using a set number of iterations to terminate the test is not a good idea. The amount of work done per iteration can change in each driver versions (and it has happened in the past, see link below), so it's possible that a new driver can achieve a certain level of convergence with a lot less (or more) iterations. What matters is not the number of iterations per second, but the time it takes to render a scene to a certain level of convergence (with a given quality setting).
https://blog.irayrender.com/post/150402147761/iterations-and-sample-counts-vs-convergence-speed
Done!
OMG: not only it rendered much faster, but it also opened the scene in a fraction of the time!
I have a RTX 2060.
The new benchmarking thread/scene/reporting method I constructed and posted here is designed very specifically to address the various major shortcomings of Sickleyield's first venerable benchmarking thread. One of the most significant of those has turned out to be the general lack of basic system data (mainly regarding OS/driver/DS versions, but also certain core system hardware elements) that have since UNEXPECTEDLY proven key to affecting MAJOR rendering performance diferences (and accurate measurement confusion) over the years.
One of the most drastic of these has been the general adoption of solid state storage devices (SATA/NVME drives) over physical spinning hard drives. Having your operating system/programs/3d assets always in solid state majorly speeds up the pre-rendering initialization times needed by Iray to merely start rendering. I personally read and analyzed each and every single post in Sickleyield's original thread as prep for this. And in its early posts especially you see a lot of focus on "pre-loading" scene content into VRAM via the use of Iray preview in an effort to get more accurate just pure rendering times. This is because, back in 2015, the double-threat combo of spinning disks and pre-Windows 10 disk to memory caching schemes meant that you could easily see up to a half minute or more of extra time disporportionately being lumped into people's measured rendering times (as indicated by Total Rendering Time in the log file.) Which, in the case of older GPU hardware where the benchmarking scene could easily take an hour or more to complete, wasn't such a big deal (30 seconds slippage is less than 1% of an hour, and a margin-of-error that's 1% is more than acceptable.) However as cards get to completion faster, that potential 30 seconds extra becomes an increasingly bigger deal statistically (eg for 10 minutes, 30 seconds slippage is now a margin-of-error of 5% - entering questionable territory.)
With the exception of very high-end current GPU's like the 2080Ti or Titan RTX (that I myself own) SSDs and current Windows almost completely resolve these memory loading time issues adversely influencing rendering times. Because, as born out by the "Loading Time" column stats on the far right of each table in this post, asset loading times even for the scene I created (which is significantly larger than Sickleyield's original) are 5 seconds or less.
But what about all those 6 - 10 second Loading Time results in those same tables! You say. Check the Contributor name column. Then scroll down for those posts and notice what all those poster's "irrelevant" information has in common. That's right - they're all using multi-terabyte spinning disks to store their 3D assets.
Hence why I'm asking for all that "irrelevant" information. So that - when it inevitably becomes relevant - it's already there. I can't make you report it. But it'd be smart/nice of you to future DS/Iray newbies to do so...
There is no system overhead whatsover in the measured rendering time if you are going by the last of the following set of statistics:
as reported after every completed render by Iray in your Daz log file. Because these numbers come directly from the Iray kernel itself - not Daz Studio or your operating system. outrider42's suggestion is a solution for a problem that, in this particular data reporting design, doesn't exist. Hence why I chose to use it.
First a quote:
Take any scene (such as Sickleyield's original benchmarking scene) that renders to completion based on convergence limit (in this case, the Iray default 95%) and render it in any version of Daz Studio with a single graphics card active for rendering. Now, open your log file and scroll down to the last render progress update before the "Convergence threshold reached" message eg:
Notice how it finished at slightly more than 95% (95.16% to be exact) despite it being configured to stop at 95%. Now, render the same scene again on a completely different computer/graphics card setup and look at the same log file data (these code snippets come from my Titan RTX equipped main rendering rig and my lowly GTX 1050 2GB equipped Surface Book 2 respectively):
Notice how iterations and convergance percentage BOTH end up being different values for each render despite 95% convergence being configured in both cases.
Now, do the same exercise with a time limited scene like Aala's 2 min cornell box (limited to 120 seconds.) Titan RTX rig:
And GTX 1050 2GB Surface Book:
Notice - once again, both iterations and time (the supposedly fixed value here) both end up being different values despite identical render completion configurations.
Finally, do the same exercise with a scene limited to iterations (in this case, 1800.) Titan RTX rig:
And the Surface Book w/ GTX 1050 2GB:
And what do we have? Finally the SAME VALUE SOMWHERE ANYWHERE between identically configured renders.
Why does this matter? Because in comparative testing a fixed value such as convergence, time, or iteration count (naming each of the preceding sets of examples) is what is officially known as a Control value. And if a Control value is free to change outside of your control under different testing conditions (such as a change in underlying computing hardware) the whole test/benchmark categorically becomes invalid.
Hence why the benchmarking scene iincluded with Iray Server itself is iteration count limited only. Hence why the benchmarking scene I created is iteration count limited only. So that it's actually a statistically valid benchmark.
Thanks. Could you do the same test again but this time, could you render twice in a row for each DS version and note the rendertime for each render, please?
I rendered twice in a row by accident with 4.11 and the second render was 4x quicker than the first
That's your interpretation based on false premise, that is that iteration is something fix
I'm going to quote too, from https://docs.substance3d.com/spdoc/iray-settings-162005200.html
Time per iteration and sample per iteration are not fix. Since the nvoptix.dll is now shipped with Nvidia's driver, the number of sample count per iteration can vary with each driver change. There are also min sample and max sample parameters that will greatly influence the samplecount
Your control value is nowhere fix.
To make an analogy with wood, you're measuring the speed of two workers transporting some wood which are different size (like ebergerly noticed), where one has effectively transported 10 cubic meters and the other 9,5, but they effectively carried the same number of piece of wood
I've been thinking about the best way to measure and have no definitive answer, but I'm more inclined to the convergence ratio for the moment.
Which is why my reporting methods requires that everyone state Windows, display driver, and Daz Studio versions (which is to say Iray version) along with each test they run. Because having a fixed value stated for something that can impact your end result transforms it into another Control value. Thereby eliminating the issue you just described.
Hence why both min sample and max sample have been affectively ACTIVELY DEACTIVATED by me in the benchmarking scene I designed (check the values they're set to as well as the rest of the parameters under the Progressive Rendering section. Every parameter there comes pre-tweaked by me to provide consistent results.)
This scene ALWAYS completes as expected. By design.
None of these changes the fact that samplecount for each iteration varies
You're welcome :D
Not now, sorry!
Sample count statistics stay EXACTLY COMPUTATIONALLY CONSISTENT between benchmarking runs if driver version and Iray version are kept constant. Hence why the result tables in this post have a column for Driver version (so that performance outliers stemming from that being different are readily identifiable) and the overall summary tables in this post are broken up by DS/Iray version.
All of your points/concerns are ABSOLUTELY VALID AND CRITICAL to take into account if the goal is to achieve precise results in any sort of DS/Iray rendering benchmarking attempt. It's just that the benchmark scene/reporting method/analysis thread I created was designed from the get-go to specifically take THESE VERY SPECIFIC ISSUES into account (since they were obvious flaws of past benchmarking attempts.) Making them non-issues in this specific case.
Seems you don't understand the problem. It's not just Iray and DLL versions
You can't have taken any measure to the specific issue because of the nature of pathtracing and furthermore of a bidirectionnal pathtracer. There is no Iray parameter that can make iteration consistent whatever you think you have set in Iray settings. Even in the hypothethical case where Iray and Driver version were frozen there's still variance, or you'll have to prove that you can limit it (and I checked there is nothing in the settings)
I'll pass on the fact that your benchmark scene is limiting hardware capability as RTCores are barely used and agravating the problem because with the exhibited results no one sees any RTX advantage (not to say that some people conclude that the'll get performance regression with DS 4.12)
The convergence ratio is actually more reliable. You can't predict how much rays you need to calculate to achieve a certain ratio. And for each iteration pass, a maximum of rays are calculated during a defined maximum time. You can't tell the hardware to disable some cores to achieve the x% ratio with a 0.00000001 precision but you can try to change the max time in iray settings to reduce the overcalculation and thus reduce the convergence variance (but I personnaly don't see any problem with overcalculation). Something you certainly overlooked because that doesn't fit your choice
And if you want a zero variance the easy solution is to choose 100% convergence. This way you'll really have a fix number that won't change whatever driver/Iray version/settings