Update Cycles to only copy things to the GPU if they've changed between frames when rendering animation
At the moment (2.79b) when rendering in GPU mode, it seems to spend ages copying the same information to the GPU for every frame of an animation. This takes longer than the actual render time. Would it not be possible to keep textures in VRAM ready for the next frame, and only overwrite the mesh data held in VRAM from the previous frame if the mesh data/transnsformations have changed?
For example at the moment I'm rendering out a test animation at low resolution/samples. It's taking 1 minute to send the same textures to the GPU and recalculate objects that havnt changed (particle systems, objects, etc), and only 15 seconds to render the frame. Really frustrating.
2 Comments
There was a patch for exactly this, but had some hacks to work. Maybe in 2.80 with new dependency graph it can be done w/o hacks
* @ Lsscpp * Do you have a link to the patch/further information? Cheers.