Cycles-X: Spring demo scene shows large performance regression #91428
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Reference: blender/blender#91428
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System Information
Operating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01
Blender Version
Broken: version: 3.0.0 Alpha, branch: cycles-x, commit date: 2021-09-14 15:01, hash:
58ab616d4c
Worked: Prior to Cycles-X
Short description of error
The Spring demo scene shows large performance regressions on GPUs compared to normal Cycles. For example, normal Cycles may only take about a minute on my GPU, but Cycles-X takes 30 minutes. This was reported by Raimund Klink in blender chat:
Exact steps for others to reproduce the error
Upon investigation I have found what seems to be the cause. The hair on Spring seems to be the issue. It is made with a shader like this:
And there are a lot of intersecting hairs and a lot of "transparent bounces". Looking at just this culprit object, you can simplify the scene with something like this:
Transparent hair performance regression Cycles-X.blend
Here are some steps to recreate the file above:
Added subscriber: @Alaska
Changed status from 'Needs Triage' to: 'Archived'
Bug report for Cycles-X. Reported here for ease of access but archived because we do not accept bug reports for Cycles-X yet.
Added subscriber: @Raimund58
Added subscriber: @brecht
Changed status from 'Archived' to: 'Confirmed'
I'll open this bug since we won't fully solve it before the merge.
Part of the problem is that we are repeating some ray-curve intersection, to reduce memory usage. D12524 helps with this but does not fully solve it. Increasing the number of stored intersections helps a bit but not all that much. For the hair case, a good solution may be to add an option to bake transparency to curve vertices, and enable it by default. This would allow applying it to the throughput in the hit function, and would be a good optimization for transparent hair rendering in general.
But there is another problem, which is that full frame progressive rendering is in some way fundamentally bad at this. A subset of the pixels takes much longer to render than others, which leaves GPU occupancy low when rendering 1 sample at a time. What makes this worse is that we keep rendering 1 sample at a time because the render scheduler is not aware of this low occupancy. That could be addressed somehow. However to get the best performance we still need to render practically all samples at once, as rendering 320 samples is significantly faster than 32 samples in this scene still. So you'd have no interactive updates at all, unless you enable tiling.
There may be some other way to improve GPU occupancy, Allowing main paths to spawn multiple shadow paths if there is room available could help.
This issue was referenced by a9ad15a88f129a0593432e1217610ac840687497
This issue was referenced by blender/cycles@6cafe6adc7
This issue was referenced by
fd77a28031
Added subscriber: @Wovchick
Changed status from 'Confirmed' to: 'Resolved'