I feel like 64 cores is getting rather close to a tipping point: What workloads are so massively parallel that they can use 64 cores of x86 but can’t use the thousands of CUDA cores on a Quadro card? I’m sure right now there are workloads that just need particular x86 instructions, but that feels like a temporary problem. Am I wrong about that being a temporary problem (that would feel frustrating)? Are these cores j…
The high end renderers usually split up a large image into "buckets" and then perform path tracing on those regions of an image, and combine the results together. If you have more cores, you can increase the number of simultaneous buckets to evaluate.
To put this in perspective, a lot of the recent news around real-time raytracing is when a game engine does 1-4 samples per pixel and then aggressively denoises (in 2D) the result. That's why you often see splotches or errors. On the other hand, high end VFX renders will end up doing hundreds or even thousands of samples per pixel to get a clean, high quality, physically plausible result.