Entries by @tg

Value-based GPU build for Octane Render

It’s easy to go to Your favorite shop (or e-shop) & buy the most expensive product willing that it will perform the best. If You done so, well.., I have bad news for You. Reality is somehow a bit more complicated & pricing is usually based on different performance metrics. After spending a ton of […]

CORSAIR’s HG N780 Bracket to Couple GTX 7xx GPUs & AIO Liquid Coolers

HG N780 is one of the most interesting things I’ve seen so far presented in CES 2015. That is Corsair’s bracket for reference design GTX 7xx Kepler based GPUs (including 770, 780, 780Ti, Titan & Titan Black).   It’s not the first such accessory in the market (& Corsair actually modified their own older version […]

The Best GPU for Octane Render? (intro)

The answer might not be as simple as You think. Word “Best” is kind of subjective on it’s own because it’s hard to say what You have in mind. Being more specific, let’s say: fastest (in rendering), with the highest amount of vRam (to fit bigger scenes), offering best value (performance/$), etc. – would help […]

Single Slot GTX card?

I’ve been waiting this for a while (actually since GTX 580 Hydro Cooper from EVGA). Of course there were some models in this form factor, but in terms of performance GTs came nowhere close, even that GTX 750 was only entry level (performance wise replacing GTX 460, but with lower power usage). PRO cards are simply […]

Second look at Titan Z for GPU rendering

It’s been a while since nVidia announced & released the most powerful GTX card to date – dual GPU called Titan Z. Safe to say it’s not only the most powerful, but also one of the most expensive GTX line card (sold for ~3000$ just after launch). With recent releases in Titan line (Titan, TitanBlack & […]

Testing noise levels in OTOY’s Octane Render

Not so long ago from publishing this piece OTOY, the developer of Octane Render released first version of 2.1x development cycle. Among other welcome changes & new features (like render passes) speed improvements came along too. “We improved the sampling in the direct lighting and path tracing kernels. In most scenes this should reduce the […]