Yep. The idea is to integrate it into 3dsmax, Maya and XSI but I also will make an stand-alone app + batch mode and SDK. I developed ratGPU basically to improve my OpenCL skills but also because I wanted a renderer to perform beauty shots in xNormal 4, so yep, definitely. Not currently, but I could adapt it very easily to…
I'm my own experience NVIDIA's OpenCL is a bit slower than CUDA ( because it's made on the top of it so you add another onion layer plus you need a lot of care about the register pressure resultant from the JIT compiler/different drivers ). I've found OpenCL is bit harder to program than CUDA ( because CUDA supports C++…
The more platforms I port the better... but first I must develop a solid core... and currently I'm not happy with the speed. All is under heavy R&D. I'll port it to other programs once I'm happy with the results and the core is stable enough.
well ATI seems to be the sucker anyway when it comes to drivers, I am not surprised that they are last or 2nd with openCL, they really need to address their driver issues.
I'm preparing the 0.3.0 with some optimizations but I'm waiting for OpenCL 1.1 to come. OpenCL 1.0 has some problems, the drivers are not yet very mature and the current ATI's implementation is a bit scary.
So, just because I'm a little thick when it comes to these things, let me ask. This is basically the same thing as doing a raytrace render in Max by default, right? Only it uses the GPU instead of the CPU, which means it's a lot faster? Can you use this together with Render to Texture for fast AO bake within Max?
I tested it out quick, I'm running on Max 2010 64bit, Intel Core 2 Quad 2.67GHZ, Win 7, Nvidia GTX260 Overclocked, 8GB of DDR2 1066mhz ram, but even doing a 256x256 render is going extremely slow.. Maybe I am doing something wrong? It looked like in your video yours was going quite fast.
Yep, the skymaps is on the high-priority todo list together with anti-aliasing and textures. Nah, ratGPU is still not optimized. I hope to reach 10X speed soon. I'm concentrating first in developing the key features, then I'll optimize it. Btw, I'm thinking about writting a progressive mode instead of a tile preview, but…
So I gave this thing a whirl today. Tested out the standalone first and It looks pretty promising! However I didn't notice a big speed improvement compared to a normal raytracer, the crystal objects scene was running for 24 minutes and was roughly 1/3 done. Is this normal? I haven't really seen people talk about rendering…