Die Chaosgroup hat einen Vergleichstest von CPU vs. GPU Rendering mit VrayRT herausgebracht. Die Bilder wurden einmal mit Hilfe des “normalen” CPU Renderes gerendert und im Vergleich dazu mit VrayRT auf der GPU einer Gefore GTX 480. Der Unterschied ist enorm….
V-Ray RT, CPU vs GPU comparisons
The following are some initial tests of V-Ray RT running inside 3ds Max 2011 with a GPU/OpenCL render server. Disclaimer: these are just tests and should not be taken as final results.
The hardware
Machine: HP Pavilion Elite e9180f workstation
CPU: One single Intel Core i7-920 processor (4 physical cores, 8 logical) at 2.67 GHz with 9 GB of RAM
GPU: One single nVidia GeForce GTX 480 graphics card with 1.5 GB VRAM, OpenCL used for rendering
Interactivity
Not shown on this page, but worth mentioning: V-Ray RT on GPU supports the same interactive scene adjustments as the CPU version, including camera movement, movement/deformation of geometry, light and material adjustments and so on.
The test scenes
The scenes are from Evermotion, ArchInteriors vol. 9; the Sponza Atrium and Sibenik Cathedral scenes are by Marko Dabrovic. The scenes are intentionally chosen to represent complex lighting conditions. The illumination comes from VRaySun and VRaySky; material effects include textures, glossy reflections, refractions and bump mapping.
The render times
In each case, the CPU/GPU versions were left to render for approximately the same amount of time. This includes the initial setup time required to transfer the scene to the render server application.
Click on an image to see the full resolution. Render times are purposefully kept very low to better show the differences in the noise levels.
| 4.7 million triangles, image size: 1200 x 545, 3 GI bounces |
| CPU Render |
![]() |
| GPU Render |
![]() |
| 0.355 million triangles, image size: 533 x 800, 3 GI bounces, 13 reflection/refraction bounces |
| CPU Render |
![]() |
| GPU Render |
![]() |
Für mehr Vergleichsbilder… L´inq
L´inq VrayRT






















































