- #THE GAME REQUIRES AT LEAST SHADER MODEL 3.0 SERIES#
- #THE GAME REQUIRES AT LEAST SHADER MODEL 3.0 WINDOWS#
We are working with AMD to add support for Linux and investigate earlier generation graphics cards, for the Blender 3.1 release.
#THE GAME REQUIRES AT LEAST SHADER MODEL 3.0 SERIES#
It includes Radeon RX 5000 and RX 6000 series GPUs.
#THE GAME REQUIRES AT LEAST SHADER MODEL 3.0 WINDOWS#
In Blender 3.0, it is planned to be supported on Windows with RDNA and RDNA2 generation discrete graphics card.
We’ve worked with AMD to bring back AMD GPU rendering support. The denoising depth pass has also been restored, which was previously removed along with NLM. This can significantly help the denoiser to denoise volume detail. While there is not exact equivalent to albedo and normals on surfaces, we make an estimate. Previously these were mostly excluded from the albedo and normal passes used by denoisers. Work is currently underway to choose better tile sizes for CUDA which should result in better performance. Below are some performance results using the automatic scrambling distance which currently does not work so well for CUDA due to the tile sizes. This technique can result in less noisy images and in some cases improved performance in the range of 1% to 5% depending on your rendering setup (it’s only beneficial for GPU rendering). In a real setting you would generally have a larger distance to hide these artifacts. This should not be used in practice and was only done in order to make it easier to see the correlation introduced by the micro-jittering (notice the girls shoulder in the images above to the right). To render the above images the scrambling distance was set to zero to maximize the correlation between pixels.
These are available in the advanced settings in the render properties. There is also an automatic scrambling option to automatically choose a scrambling distance value. Sobol & Progressive Multi-Jitter (PMJ) can now use distance scrambling (or micro-jittering) to improve GPU rendering performance by increasing the correlation between pixels.
Now we detect low GPU occupancy and adaptively increase the number of samples to batch together, which then increases occupancy.Īnother part of the solution was to change the shadow kernel scheduling. Previously we’d end up rendering 1 sample at a time. This was improved by making the algorithm to estimate the number of samples to render in one batch smarter.
One issue we found is that in GPU rendering, if only a small subset of the whole image is slow to render (like a character’s hair) then GPU occupancy would be low. While most benchmark scenes were rendering faster with Cycles X, a few involving many layers of transparent hair were showing performance regressions compared to 2.93. Since then we have restored volume rendering, and found that GPU rendering performance improved 3-5x in various volume scenes. For details, see the GPU kernel documentation and GPU performance development tasks.Īt the time of the initial announcement there was no volume rendering support. This is an accumulation of many incremental changes. Render time on an NVIDIA Quadro RTX A6000 with OptiX GPU rendering performance has been further improved. Well give a quick overview of recent developments. Since the announcement, developers have been working to complete and stabilize the code, as well add new features and improve performance. The rendering improvements from the Cycles X project will be in the upcoming Blender 3.0 release.