When hovering the mouse pointer over the Render progress bar in the status bar, an "Infotip" appears showing the **Time Remaining** and **Time Elapsed** for that render (see attached screenshot). I realise this is not a serious bug, but it has been long standing and is will hopefully be quite easy to fix, so it would be good if this could be included in a future version.īroken: version: 2.92.0 Alpha, branch: master, commit date: 11:54, hash: `0c4d12986a` Notice that the time values in the Infotip agree with those in the render window for the first frame, but with each subsequent frame the Elapsed time accumulates and as a result the estimated Time Remaining becomes more and more inaccurate. While rendering, hover the mouse pointer over the Render progress bar in the status bar to show the popup Elapsed/Remaining Infotip (this applies to Windows 10 - I don't know if this is similar in Linux or MacOS).Now start rendering the scene as an animation using Ctrl-F12 (the default of 250 frames is fine).20-30s (this is because very short renders make it difficult to see the problem, as the progress bar jumps straight to e.g. Depending on the speed of the test hardware and the complexity of the scene, optionally select Cycles render engine, the CPU device, and/or increase the sample count, so that the F12 render time is at least e.g.Open any version of Blender 2.77 or later, with the default startup file or any other scene.This would give a useful indication of the total (estimated) remaining time to render the full animation.Įxact steps for others to reproduce the error frames rendered divided by total frames) instead of the individual frame progress (i.e. when rendering an animation, change the Infotip times and the progress bar to show the overall progress of the entire animation (i.e. change the Elapsed time in the Infotip to be the elapsed time for just the current frame (as it already is in the render window header) so the Remaining time will then be calculated correctly or better still.I believe a fix for this bug might be to either: Please note that this report is not about the expected inaccuracy of the estimate early in the progress of a frame, which I realise is unavoidable given the variation in render speed for different tiles within a frame. But on the 101st frame, after 10% progress it would show Elapsed 2:46:50.00 (100x100+10 seconds), but Remaining 25:01:30.00 (10,010x9 seconds), wrongly implying this single frame will take over a day to finish rather than about 90 seconds! This isn't really a problem in itself, but this total time is evidently also being used in the Time Remaining calculation, which a result becomes more and more wildly inaccurate with each subsequent frame, presumably because the calculation wrongly assumes that that single frame has needed all the accumulated time to render however far it's got.įor example, if a single uniform frame took 100s, after 10% of the first frame of an animation it would correctly show Remaining 01:30.00, Elapsed 00:10.00, as in the render window. This works correctly for a single F12 render, and matches the values shown in the render window, but when rendering an animation (Ctrl-F12), the Time Elapsed shown is the total elapsed time for all frames so far, not just the elapsed time for that single frame. When hovering the mouse pointer over the Render progress bar in the status bar, an "Infotip" appears showing the Time Remaining and Time Elapsed for that render (see attached screenshot). Worked: none - bug has been present since this feature was introduced in 2.77 (confirmed present in e.g. Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71īroken: version: 2.92.0 Alpha, branch: master, commit date: 11:54, hash: 0c4d12986a Operating system: Windows-10-2-SP0 64 Bits
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |