It is inevitable to make rendering and performance comparisons between RenderMan XPU™ and RenderMan RIS.  Please do so with caution because of all of the known limitations listed below.  In this look development focused release of RenderMan XPU, we expect that its renders will be predictive of RIS.  We are going to do our best to make it match as accurate as possible (but not guaranteeing a 100% pixel for pixel match), but because of the limitations of XPU, there will inevitably be differences.  The differences in look can then impact performance.  So be careful when comparing the performance of XPU to RIS – you may inadvertently be giving a performance advantage to one over the other if you're not careful.  XPU vs RIS performance numbers are very difficult to compare quantitatively.

While it is an interesting exercise to try to achieve pixel parity between XPU and RIS, please do so with caution.  In most cases, if you embark upon this road, you will be "dumbing down" your RIS renders.  RIS has several performance optimizations (such as the ability to control the maximum recursion depth for diffuse and specular bounces independently), XPU does not have these knobs.   These help RIS' performance, and turning them to the values that give an equivalent look to RIS can make RIS artificially slower.  As XPU evolves, it will receive the same kinds of optimizations that will allow for more direct comparison between the two renderers.  But they aren't in XPU yet.

Known XPU Limitations and Rendering Differences Compared to RIS

This first release of RenderMan XPU™ is targeted for interactive look development on an artist desktop.  While you can likely use it to put renders on the farm in batch mode, that isn't the primary use case for this release.  Because this first release is meant for look development, it does not include several features that you would need for shot lighting.  Rather than waiting for XPU to have every feature of RenderMan RIS before releasing it, we want to give our commercial customers the ability to have their artists be more creative because of the reduced iteration time and improved performance, and at the same time allowing them to reach their creative goals more rapidly – also because of the improved performance.

Before we dive in to the list of differences and limitations, a word is necessary about performance.  The performance of the GPU vs the CPU is difficult to quantify and discuss.  The best we can say is that the performance of XPU exceeds RIS.  How much faster it is than RIS, and how much faster the GPU side is compared to the CPU side is governed by money – the more you spend on a particular component, the better it will perform compared to the other.  Please see the Comparing XPU to RIS section below for details.

In general, we recommend a large amount of RAM, both on the CPU side and the GPU side.  Due to the constrained memory on GPUs, the more memory you have here is especially important.

Below is the list of items that XPU does not support compared to RIS.

Comparing XPU to RIS

Below is the list of items that you need to do to more accurately compare XPU to RIS.  Even if you perform all of the actions below, it won't get you a 100% match between XPU and RIS, but it will get you close.