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Ezy
Ezy

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Steam + Rework, Update #05

Heyo!

My new rig finally arrived on Saturday, so spending most of my time setting it up and getting it to work together with my original machine. Been testing how it performs, and it's pretty damn fast! It also didn't melt overnight! I wasn't expecting a great difference between the 4090 and 5090, but it still saves quite a bit per render (about 10 to 15 min, depending on lighting complexity, how much translucency occupies the shot, volumetrics) and that gets deducted per render, which is great. Also, now having a dedicated machine to render, frees up my main machine to keep building up scenes. Downside is, it's getting really fucking hot in my office, and summer with a single machine was already rough... πŸ₯΅

I've been trying to set up Perforce version control, so that the project is protected and has a single accessible source on a host machine. This'll allow me to simply get the latest changes I've submitted from my main development machine and start rendering when I've got something new. It'll also keeps older revisions for files, should I fuck something up and need to go back to a previously working version. Since the project has grown so massively in the past 3 years, its taking ages getting everything copied to the server, so something like this is better done from the start of a project. πŸ™„

Did I mention yet what an absolute nightmare it is trying to set up a functional network with Windows 11 if you're not familiar with it? Before I got into game development (around the year 2000), I was a certified IT technician, and that was going to be my original career path. A lot has changed since then, and I seriously don't know my way around the newer Windows versions in that respect! Bare with me, while I get everything up and running!

Anyway, just a couple of short scenes left after I'm done with this...
Take care,

Ezy ❀️

Steam + Rework, Update #05 Steam + Rework, Update #05

Comments

Aye, that's the trouble. Sacrifice compatibility for speed. If I had a standalone server, purely for version control, a Linux setup would make sense. But that's a whole different ballpark I'd only look into if this was my full time dedication.

Ezy

Well don't ask me anything about Windows anymore 🧐. I gave up on it in 2010. As for file transfer I know my Linux computers transfer files at least 10 time faster than Windows after one year of use (at a minimum of 1GB per second). Windows will also get slower the longer you use it (Linux gets faster). My Linux network of over 5 computers took about 30 seconds each to set up after all the computers were turned on πŸ€“. As for Perforce, I guess there are only three individuals using it πŸ™„, but it seems also some of the worlds biggest corporations (Including Nvidia) πŸ˜‚. But with Linux, I cannot run Daz, only Blender.

Merlin

Hmmm yeah, it may be less common for such studios. Let me re-phrase, all AAA studios use it. πŸ˜‚ I tried SVN, although more convenient, it also slowed my system down a lot. Quite possibly due to the shell integration. I have the same issues if I add the P4 shell integration addon.

Ezy

Interesting. I've spent many years working at game companies on both web based (flash first, then html5) and mobile games. Source control was SVN at first (10+ years ago) and then entirely git. If the PC/console studios are different, that's news to me. Good to know though :)

jufot

What? The entire games industry uses it!

Ezy

Huh, I thought there were only like two people on earth still using Perforce. You must be the third :))

jufot


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