Luoshuang's GPULightmass

In my network baking was made by all machines with GPU.

3 Machines (every has a GPU:) in 1st stage are making “photons-something” (orange color) with CPU, next with GPU baking the maps ( blue color ).
One machine was to slow to finish photons-sth so did not even bake any map.
But time of whole process is the same with single machine and all machines in Swarm network. Maybe this scene is too small with maps count and size to use all machines properly.
I will check it with oversized lightmaps for every object in the scene (1024px) and we will see.

With overridden value to 1024 for most static elements in the scene my two network fellows have problems with radiosity and crashed. Only local machine computing.
I will try with lower value.

Assertion failed.
Error is in: rtRadiosity.h line 475
Expression: 0

You can try further increasing TDR value to something like 300 to see whether there is still the issue. Also, photon-related functions should be disabled with the BaseLightmass.ini included in the installation. You may want to check your BaseLightmass.ini to see whether bUsePhotonMapping and UseRadiositySolverForXXX are set to false.

512 px works fine on all machines… Computing in progress…
Maybe it was not enough GPU memory to proceed 1024px maps for that big number of objects (124).

Ok. I set those ops to false and restarting engine and starting new bake with 512px resolution override.

With those options set to False CPU computation is avoided.

Ok. Net render finished with 512px for all 124 static meshes.
GTX1080+GTX970+GTX780 - Total time: 870 sec.
GTX1080 only - Total time: 1350 sec.

Conclusion: Yes, GPU net render I worth of using :slight_smile:

**QUESTION: Why the light-maps for calculation are distributed based on active cores of CPU ? **
CPU has been excluded from the computation process by setting options you have mentioned.

You can safely ignore that because all GPU operations are done on a single thread. Load balancing is something handled by Swarm which I cannot do much.

maybe setting 1 active core on every SWARM agent could solve this distribution.

Rendered this entire apartment in 8 hours with a Quadro P6000 with 2k/4k lightmaps.

SWARM set 1 active core causes a mess and only one machine works ( one network XEONZ800…rest IDLE and cold )
So this option give no distribution at all :slight_smile:
Testing 4 cores for all…

4 Cores for all gives better distribution. With setting the number of active CPU cores GPU machines can by nicely prioritized.
Result is: 820sec.

Swarm 4 cores on all machines:

PROBLEM: Back dots on the wall.

As someone who doesn’t render such heavy scenes, how long would that have taken with standard lightmass?

Maybe 40 hours… I don`t know :smiley:

this is amazing…

Hi,
Kindly forgive my question if it’s noobish.
I believe this would be beneficial for those of us who aren’t very technical with ue4.
Can I revert back to old ue4 if I combine the downloaded zip folder content with the ue4 engine folder? or backing up the base lightmass ini is sufficient.

Thanks for making this. I intend to try this out asap.

Nice… Looks like an offline renderer.

…make a backup copy of the files or the folder(s) it’s making changes in… if you open the zip you’ll see what files it will copy…