Must say Im astonished by this results!
Using Unified Sampling and Brute Force GI renders really see a huge bump in performance. I have reduce all local sampling to a minimum, in a technique some know as Unified Sampling Redux (due to the elementalray blog)
Rendertime on SI 2012: 36 minuts
Rendertime on SI 2012: about 16 minuts (and less than half the eye rays)
Most very glossy reflections look alot better, but very dark areas dont (see pants and wood). Which is consistent with this:
http://elementalray.wordpress.com/2012/ ... 3-10-more/
Very pleased with this, hope nVidia keeps pushing this, because they have much to do still...
Here are the render stats and images follow:
2012
# INFO : RC 0.4 info : type number per eye ray
# INFO : RC 0.4 info : eye rays 14722756 1.00
# INFO : RC 0.4 info : reflection rays 12505293 0.85
# INFO : RC 0.4 info : refraction rays 8000853 0.54
# INFO : RC 0.4 info : shadow rays 264843884 17.99
# INFO : RC 0.4 info : environment rays 39935323 2.71
# INFO : RC 0.4 info : finalgather rays 40016982 2.72
# INFO : RC 0.4 info : probe rays 102920370 6.99
# INFO : RC 0.4 info : fg points computed 20033619 1.36
# INFO : RC 0.4 info : wallclock
0:36:05.79 for rendering
2013
' INFO : RC 0.4 948 MB info : type number per eye ray
' INFO : RC 0.4 948 MB info : eye rays 6081724 1.00
' INFO : RC 0.4 948 MB info : reflection rays 7243697 1.19
' INFO : RC 0.4 948 MB info : refraction rays 8659735 1.42
' INFO : RC 0.4 948 MB info : shadow rays 121543655 19.99
' INFO : RC 0.4 948 MB info : environment rays 25238787 4.15
' INFO : RC 0.4 948 MB info : finalgather rays 16838102 2.77
' INFO : RC 0.4 948 MB info : probe rays 61285672 10.08
' INFO : RC 0.4 948 MB info : fg points computed 8427435 1.39
' INFO : RC 0.4 909 MB info : wallclock
0:15:54.00 for rendering
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