The bloom filter is an interesting one. I didn't like the weird digital looking falloff from the existing solutions, so I stacked 10 separate blur layers with exponentially increasing radiuses together to get a nice smooth falloff. That's somewhat computationally expensive even on GPU.
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Okay, so I reran the last one but on Celestia. I assumed at first it would take 4 hours because the CPU is about three times faster on multi-core, but it only took two.
RAM usage reached out over 24GB at times, so it seems like the constraint is memory, not processing.
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So I got curious and ...
Yeah, I may be dumb. I got 24GB on Luna and Dinky, and for some reason it wasn't set to use it all.
For some reason it was set to leave 14GB of RAM for everything else, but since this is a computer mostly dedicated to renders, this is pretty wasteful.
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