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.

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.

Validating XPU renders with RIS

XPU produces renders that are predictive of RIS.  However, there are features in RIS that don't exist in XPU yet.  Some of these features are the reason why your XPU images may differ slightly from RIS.  If you find yourself in the situation where you need to validate the results you see in XPU using RIS, use the hints below to make your RIS renders achieve that comparison.  However, if tweak these knobs, be aware you may be artificially slowing down RIS, so proceed with caution.