So a bit torn on this (for triaging alone, I am not sure how much more we can really read out of this), but if in doubt, I would go with "gimme all the logs" as @Sergey mentioned
An aim here…
Beyond a technical review of "you edited the batch file without adding errors" I don't have a whole lot to add here, I think blender_debug_gpu.cmd (+variations) was added by the eevee/viewport…
@Sergey , you may remember we have discussed this (increased log level for debug scripts on Windows) in one of the recent Blender Cycles meetings. And while this is not exactly a bug fix, I think…
@Sirgienko This is a bit confusing situation. The oneAPI kernels are still (historically) disabled for PR compilation. This is somewhere next in our TODO list w.r.t CI/CD. That's why you wouldn't…
@Sergey, if we are now going to compile vendor kernels in stages, then it makes sense to adjust SYCL_OFFLINE_COMPILER_PARALLEL_JOBS
in the same way like you have done for the HIP amount of…
For the documentation reasons: This issue seems to be related to another report #129235 about the same problem. So I would expect that this report would be also addressed by a fix 2f786d998def9b1db…
I have thought that I had commented here, but it looks like I didn't press the "Comment" button, so sorry for the delay in communication here.
@Sirgienko Yup! Here you go.
Thank you for…
@Sirgienko Here you go, I hope I did it right. I gave it a try with one of the debug batch files and then manually setting the logging arguments for level 4. I see, thanks, although it looks…
@Sirgienko Hey! I turned it off as instructed, unfortunately the issue persists. It rendered up until 192/200 passes and then gave me the PI error. Tried to give it another attempt at rendering…
@John-Davis-10, I think I was able to reproduce the problem or at least a similar one. And for me, setting "Persistent Data" ("Render" tab - "Performance" section - "Final Render" section) to the…
@Alaska , Interesting - because I have done similar experiment with "light link distant multi tree" test and for me the CPU and Intel GPU generated images haven't converged even on doubled…
@cl3m3c7, If denoising time is a concern for your use of Blender+Cycles, then you might consider using GPU denoising, which offers good denoising quality and is noticeably faster than CPU…