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Iray 2022.1.7
..as 2023.0.0 beta took a bit more time than expected, just a small intermediate bugfix release
..is out. This one is mainly about bugfixes.
Next up: 2023.0.0 beta with some nice new features and a lot of substantial improvements, should be incoming directly after GTC.
Anonymous asked:
Hello, I have a questions regarding the latest Iray versions. Why is the latest 2022.1.1 slower than the 2022.0 version. When tested the same scene on a same rig in DAZ3D it's about 8-10% slower. Another question, why is the utilization on 4090 worse than on 3090? I feel like the performance issues weren't fixed. This is especially visible when guided sampling is enabled.
We re-designed the precision/self-intersection-handling code dramatically. Due to this, some scenes (depending on features and the HW setup) can show a ~5% slowdown. We hope that 2023.0.0 will fix this mostly again, while keeping the robust automatic handling intact.
As for the 4090 showing less utilization on the average: Optimizations on the Ada Lovelace architecture are not finished yet. These will also depend on (unreleased so far) new NVIDIA OptiX features. Stay tuned.
raufbhatti707 asked:
hey there, I’ve been stuck at this issue for far too long… I’m trying to edit the .mi files exported from iview2 but each time I change/move even a character inside the file, iview2 fails to load the edited file. Why is this? can .mi files be edited or are they not supposed to be edited? any help in this regard will be hugely appreciated.
.mi files are indeed be able to be edited by design.
BUT if the .mi files also feature binary data (so mixed ASCII/binary .mi), then its important that the used editor leaves everything else of the file as-is during editing.
Anonymous asked:
Im trying out Iray, love it but kind of surprised that IRay doesnt incorporate adaptive sampling. Will this maybe be a feature in the future?
Actually, doing effective adaptive sampling nowadays on extremely parallel architectures (GPU, multi-GPU, multi-host/cloud) is not trivial. So from our own experience, for the average scene and setup, it is more efficient to rather go bruteforce instead.
But we introduced guided sampling which can also be seen as a better solution. Its not adaptive in the sense of distributing paths unevenly over the screen, but it helps to still make the image converge more evenly overall (for the average scene).
..just released, mainly bugfixes (e.g. huge frame buffer support, guided sampling scheduling)
..of course, as usual, Iray already has full support for these
Some more shots made with the new 2022.1.X release (new selection/outlines, improved emissive volumes, particles)
(with the new particle system in action :))
Just a bunch of bugfixes, mainly fixing a performance issue when guided sampling was used on fast GPUs and/or small image resolutions.
..and its already out in the wild now :)
Change Log [Documentation Center] (daz3d.com)
New features:
Multi matte output buffer
Customizable ghostlight support
LPE support for emissive volumes
Important improvements:
Deterministic guided sampling
Fixed some performance regressions (especially one that affected the Daz benchmark scene)
Improved hair BSDF sampling
Most important things already found in the Iray 2022.1.0 beta:
Spectral sky model
Guided sampling caching on camera movement
Guided sampling for the caustic sampler
Spheres/Particle support
Incremental material updates / less compilation overhead
Fully dynamic evaluation of environments (e.g. Sun&Sky, IBL)
Reduce VDB memory usage by a lot
Full OpenImageIO support
Improved guided sampling convergence + add support for volumes
Improved hair/fiber rendering performance on RTX capable cards
RTX Realtime and Accurate (Iray) running in sync within Create, so one gets the best of both worlds.