Hyperthreading

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Hyperthreading // Hardware

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Post by Alien // Jun 5, 2006, 10:45am

Alien
Total Posts: 1231
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XP Pro 64 will take you beyond the 2gb per program limitation of XP Pro 32bit but after reading a number of reports of driver problems to lack of driver support of hardware I stayed away from it for now and waiting for Vista. I've ranned into the 2gb limitation with TS7 with a highly detailed scene but that is rare. Will be interesting if that works out for you so please let us know.

Didn't someone post something about trying tS7 with XP 64? I can't recall their results, but I think someone [sadly I have neither the hardware, nor XP 64... yet] should try it out & post the results.


Something I've been wondering about - if a program can't use more than 2GB in 32bit XP, would the same software run into similar limitations working in 32bit mode of XP 64?


I remember Roman saying something about 64bit not being a priority, IIRC, because it wouldn't offer much in the way of performance [speed] benefits, but given that already there have been instances of people running into memory limitations, whilst barely scratching the surface of tS7's potential, surely Caligari should at least investigate the possibility of porting tS7 to 64bit.

Post by hemulin // Jul 14, 2006, 9:29am

hemulin
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This may have been looked over because it was in a different thread:

On a slightly different front, I am now running tS7 on a p4 with hyperthreading, tS automatically works out that during rendering it can use the second core, however it doesn't use the second core for moving around the scene and for any pre-render stuff. This is annoying because I have a scene with a high poly count and because only half of the cpu power is available the scene moves about slowly. Is there a way to make tS7 use both virtual cores for pre-render stuff?

Post by Emmanuel // Jul 15, 2006, 2:51am

Emmanuel
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I've made a few tests with my new Athlon64 X2 4800+ / 4GB of RAM, with Windows XP pro 64.


First, I must say that trueSpace6.6 thumbnails do not work in WindowsXP64 explorer windows. But they show up in the trueSpace load/save dialog boxes as usual (because it runs in 32 bits mode).


My test scene only used 580MB of memory, so I couldn't test the limitation of 2GB.


The multithreating setting in tS6.6 now makes a huge difference :

- With my Pentium 4C 3.2, there was almost no difference ; multithreading on being sometimes slower than off.

- With the Athlon64 X2, a lightworks scene with antialiasing 4X and lots of transparency and reflects takes 5 min 8 s to render... and 9 min 44 s if multithreading is off !


I loaded the same scene in tS7.11. At first, some textures rendered all dark. I had to turn the player synchronisation off and re-load the scene to get the right textures.

It takes almost the same time to render : after the clic on render icon, tS7 seems to wait 1 or 2 seconds before starting to render.

Post by Alien // Jul 15, 2006, 4:22am

Alien
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Emmanuel: Thanks for posting your findings. As for testing the 2GB limit, what about creating something like a sphere, subdividing it a few times, then adding a high res texture, then using the array tool to make thousands & thousands of copies?

With regard to the thumbnails thing - I really hope Caligari are planning to update this, so that it works with all the .Rs* files.

Post by prodigy // Nov 29, 2006, 4:48am

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Only i can say.. the HT on my p4 3.0 ghz.. 1g ram dual channel... boost 25% more than without ht.. the same happend with vray..


on large renders or animations + - 25% its a big diference...


Dual Cores ... not tested yet..
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