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The SIMD version of OSL is optimized to execute 16 samples at a time with Intel® Advanced Vector Extensions 512 (Intel® AVX-512). It can also execute using Intel® Advanced Vector Extensions 2 (Intel® AVX2), Intel® Advanced Vector Extensions (Intel® AVX), or Intel® Streaming SIMD Extensions 4.2 (Intel® SSE4.2) at reduced performance levels. The SIMD version of OSL supports all OSL 1.8 language features and library calls supported by RenderMan.

It is enabled with the following user optionfollowing option

Code Block
Option "userosl" "int osl:batched" [1]


Also, the cost of compiling the shaders and shader networks at runtime can become a significant, especially since this compilation phase will prevent multiple threads from running at their highest efficiency. Normally for scenes that take a while to render, this cost is effectively amortized. However, if there are hundreds of thousands of unique shader instances, that cost can start to impact final render times. The Batched mode may have a greater impact on startup time than non-batched but for complex scenes the overall benefit is worthwhile.

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