UltraScatter2 - Now in store!

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  • barbultbarbult Posts: 27,474
    edited August 31

    I finally killed DS4 with Task Manager. It was ridiculous. I don't know how long it would have taken to clear the scene.

    • Time to scatter (WITHOUT PREVIEW) 100000 LoREZ Horse 2 instances on a plane - about 3 seconds.
    • Time to scatter and preview 100000 LoREZ Horse 2 instances on a plane - about 15 seconds. 
      Then DS4 became periodically Not Responding. Between periods of Not Responding, I was able to uncheck the Preview checkbox and get back in control of DS4 to start a render. Now it is pretty clear why UltraScatter2 limits the number of instances to 100000. DS4 just can't deal with it, at least on my computer. 
    • Time to Iray render ( Sun-Sky lighting) the scene of the whole plane and 100000 instances - under 8 seconds. ( little dot horses on plane as posted above)

      2026-08-31 18:37:11.812 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend progr: 99.05% of image converged
      2026-08-31 18:37:11.812 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00251 iterations after 7.521 s

    • Time to Iray render (Sun-Sky lighting) from a different camera where a lot of horses are actually identifiable - Under 15 seconds. Image attached,

      2026-08-31 18:44:02.323 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend progr: 95.89% of image converged
      2026-08-31 18:44:02.323 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00335 iterations after 14.395 s

    • Test environment: Windows 11, CPU  Intel  8700K, GPU  NVIDIA RTX 3080, monitor UHD 3840x2160. DS4.24.0.4 Public Build.

     

    100000 LoREZ horse 2 instances on a plane UltraScatter2 Surface scatter.jpg
    2000 x 1125 - 1M
    Post edited by barbult on
  • barbultbarbult Posts: 27,474

    umblefugly said:

    Yes, when clearing a ton of nodes, no matter what created them, its painful.

    Yup, we can't blame that one on UltraScatter2. That is all DS4 performance issues I believe. 

  • If I can add another couple of data points. but not using UltraScatter:

    I have a little 3D swarm script that can create instances within a volume (maxing at a programmed limit of 10,000). The script is nowhere near as clever as UtraScatter, but the instances will be created using the same DS Script methods and will have the same data structures and similar impact on the machine. A swarm of 2000 could take maybe 6 seconds to create with collision detection on. With two lots of 2000 instances the PC did stutter a bit when swinging the camera around with that number of single facet instances (RTX 3060, 12Gb, Intel i5-13600K, 64Gb RAM). I can't see that UltraScatter could be much better as it relies on the performance of DS, rather than the script, for the speed of the display.

    Another point of reference is UltraScenery (the original one). There there are many tens of thousands of instances, and when everything is shown, it does slow the machine quite dramatically. I may be wrong, but I think of UltraScenery as a specialised extension of the principles of UltraScatter, and if you have UltraScenery you have an idea of how UltraScatter will load your system. I suspect the slowdown of DS after a US scene is created is similar to the slowdown you should expect of a similar number of instances when using UltraScatter.

    Sorry I'm not able to directly answer the question, but I think the info will be useful.

    Regards,

    Richard

  • umblefuglyumblefugly Posts: 172
    edited September 1

    Appreciate the answers! I just needed verification that the slowdowns were DS related (I already suspected) and not the plugin I have been working on. 250k proxies here, I get around 41 to 67 FPS while in proxy mode in the DAZ Viewport. Instances are only rendered at rendertime. 12 Minutes to render, but then again the scene is effectively 15 billion triangles (literally).

    MyScatter.PNG
    3840 x 1080 - 5M
    Post edited by umblefugly on
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