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no quadcore support for satellite rendering?????
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  • Pieter
  • Posted: 19 October 2007 01:55 PM
  • Total Posts: 2
  • Joined: 15 October 2006 05:34 AM

Hi,

I just read in the readme during installation that quadcores are not supported with satellite rendering, only with local rendering???

Has anyone more information about this???

Can this really be true???

Regards,

Pieter.



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Hi,

I’m just investigating this myself.

From what I’ve seen so far, quad cores will work on a single frame submitted via backburner. I think the readme refers to Distributed Rendering only. This is despite the help file saying that you can use up to 8 cores per licensed copy of Max.

If this is correct, if you wanted to DR over 2 quad core machines, it would only use 4 of the total 8 cores,

You would need to have quad core machines running to get the full 8 being used (despite there now being 16 theoretically available)

So the questions are - is this a new limitation introduced in 2008, and if so, why?

I don’t see how it might be a financial decision, an 8-core limit would seem to take care of that regardless.

If it’s a technical limit, then was it the same on prior versions? I don’t remember it cropping up before as a topic.

I’ve posted in several forums asking about this, and no-one has given a definitive answer as yet.

But any software that purposefully halves the speed of your available hardware, for no apparent good reason, is a bit crap.

- Steve



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Well, I just tried a distributed render in 2008 and I could see all 4 cores working at 100% in the resouce monitor.

Also the render screen showed 8 buckets (4 from my workstation and 4 from my render node)

So I don’t know what the readme is talking about, unless I’m missing something.

- Steve



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  • Pieter
  • Posted: 21 October 2007 05:44 PM

Hi Steve,

This would be good news.

Indeed the question is: what is this mentioning in the readme file about?

Pieter.



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  • visualz
  • Posted: 13 April 2008 12:54 PM

3ds max can use up to 8 other sockets which means up to 32 cores for distributed rendering.  for example, i have four dual quad cores and when i hit render, there are 32 buckets running around making the image.  then when im done building the scene, i disable distrubuted rendering and then submit the job to backburner.  then you have unlimited cores on up to 9,999 computers for rendering.

//gD



gary m. davis
3d animation & compositing specialist
http://area.autodesk.com/blogs/garyd

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