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Code Block
* Texture Cache :
    Cache size:                        0.133 G
    Overall texture cache efficiency:      0 %
    cache efficiency (2D texture):         0 %
    cache efficiency (misc texture):       0 %
    2D texture footprint:              0.000 G
    misc texture footprint:            0.000 G

 

In these stats, there are three important concepts: size, footprint and efficiency. Both are explained below.

 

 
StatisticDescription
Cache size:                        0.133 G
 
Overall texture cache efficiency:      0 %
 
cache efficiency (2D texture):         0 %
 
cache efficiency (misc texture):       0 %
 
2D texture footprint:              0.000 G
 
Total cache size as specified by the user.
texture footprint

The texture footprint is the total amount of data seen by the cache during a render. It's the size the cache should be made to hold everything needed in memory. This is a good metric of how much data a scene is using. Note that the cache does not have to be that large to be fully efficient in most cases.

cache efficiency

The cache efficiency is related to this: it is the ratio between the footprint and the amount of data actually loaded into the cache, counting data which is loaded more than once because it was flushed. For example, at 50% each texture tile is loaded on average twice, which is actually not that bad. At 10%, we're loading each tile 10 times, which is not that good anymore.

misc texture footprint:            0.000 G

 

Point Based Occlusion

 

Code Block
* Point Based Occlusion :
    Number of evaluations               : 0
    Considered elements per evaluation  : 0
  : 0

 

These two statistic lines only concern point-based global illumination and are actually just used for debugging by the 3Delight team. The "Number of Evaluation" is simply the number of calls that were made to the point-based version of indirectdiffuse() and the "Considered elements" is related to the total number of octree nodes accessed for each evaluation, on average.

Map Manager

The map manager gives information about the files maps used during the render. For each map it shows additional information that might be helpful for TDs when debugging scene performance.

 

Code Block
* 
Code Block
* Point Based Occlusion :
    Number of evaluations               : 0
    Considered elements per evaluation  : 0
* Map Manager :
    Total number of maps used :            0
    Total number of texture maps :         0
    Total number of shadow maps :          0
    Total number of environment maps :     0
    Total number of deep shadow maps :     0
    Total number of 'invalid' maps :       0
    Total number of file open operations : 0
    Total number of map requests :         0
    Texture IDs
    Texture stats
    ID      Refs    Same    Search  Faults  Rate    Mipmap (min) Mipmap (max)

Scene Manager

 

Code Block
* Scene Manager :
    Number of objects in the scene :            1
    Number of attributes in the scene :         2
    Number of transforms in the scene :         3
    Primvar compression ratio :                 0
    Saved memory due to compression : 0.0 Mb
* Memory Profiling :
    
    item                       current   peak   category peak
    unprocessed gprim            211 K   211 K   418 K
    gprim                          0       0       0
    gprim (polygons)               0       0       0
    gprim (subdiv)                 0       0       0
    gprim (curves)                 0       0       0
    gprim variables               26 K   617 K   617 K
    particles                      0       0    4536
    topology data                  0       0       0
    crack elimination geo          0       0       0
    grid                           0       0       0
    shaded grid                    0       0       0
    grid AOV                       0       0       0
    texture objects                0       0       0
    texture cache                  0       0       0
    hider and visible points       0       0      90 K
    image data                     0     251 K   313 K
    buffered display data          0      31 K    61 K
    shader code                 4033    4033    4033
    shader instance             2332    2332    2332
    shader variables               0     814 K   814 K
    attributes                   796     796     796
    transform                   1628    1628    1776
    subsurface                     0       0       0
    point based occlusion          0       0       0
    point cloud                    0       0       0
    photon map                     0       0       0
    inline archive                 0       0       0
    ray tracer                   289 K   289 K   289 K
    ray tracer cache               0       0       0
    space partition               90 K    90 K    90 K
    diffuse ray cache              0       0       0
    misc                        1756 K  1756 K  1756 K
    Total :                     2381 K  4068 K  4462 K
    
    Peak VM size     : 0 K
    Peak resident    : 35623 K
    Peak from malloc : 12899 K
* Space Partitioner :
    Total number of nodes : 1525
    Motion density        :  0 %
    Motion segments       : 1
    Maximum leaf depth    : 11
    
    Number of traced rays : 1.13178e+07
    
    Avg. visited leafs per ray          : 0.0180457
    Avg. visited internal cells per ray : 0.0698019
    
    Avg. packet size at root : 416.188
    Avg. packet size at leaf : 145.204
    
    Average depth per leaf   : 3.39344
    Average objects per leaf : 3.64351
    
    Num bbox intersections (per ray) : 2.49935e+08 (22.0833)
* Ray Tracer :
    Total number of traced rays : 1.13178e+07
             Specular           : 0.00 % (0)
             Transmission       : 0.00 % (0)
             Diffuse            : 89.06 % (1.008e+07)
             Light (photons)    : 0.00 % (0)
             Camera             : 10.94 % (1.23778e+06)
             Waste              : 0.00 % (0)
    
    Total number of shader calls : 315001
             Specular           : 0.00 % (0)
             Transmission       : 0.00 % (0)
             Diffuse            : 0.00 % (0)
             Light (photons)    : 0.00 % (0)
             Camera             : 100.00 % (315001)
    
    Total travelled distance    : 4.90655e+09
    
    Avg. number of objects in ray's path    : 11.4598
    Avg. bbox intersections per ray (total) : 1.83386 (1.297e+08)
    Number of ray/patch intersection tests  : 7.07252e+07
    Bounding volume efficiency              : 27.17 %
    
    Avg. active ray packet size : 86.6205
    
    Easy rejections     : 0.00 %
    Approximations      : 28.59 %
    cache hit ratio     : 0.00 %
    cache efficiency    : 0.00 %
    
    
    Shading group size
    +-----+-----+-----+-----+-----+-----+-----+
    |<=  1|<=  2|<=  4|<=  8|<= 16|<= 32|> 32 |
    +-----+-----+-----+-----+-----+-----+-----+
    | 3.1%| 2.1%| 5.3%| 7.2%| 8.5%| 8.5%|  65%|
    +-----+-----+-----+-----+-----+-----+-----+
    
    Ray depth
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
    |<=  0|<=  1|<=  2|<=  3|<=  4|<=  5|<=  6|<=  7|<=  8|>  8 |
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
    |  11%|  89%|   0%|   0%|   0%|   0%|   0%|   0%|   0%|   0%|
    +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

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