multithreaded cpu not being used when texturing

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    Steven Smith

    Its a storage bottle neck I believe. Its been a while since I benchmarked all this, but I want to say its all the small read/writes between the source pictures and the cache files.

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    andrew breckill

    Ahh, Ok, I did actually intend to research that myself last year as it occurred to me it might be an issue, not just with CR, but with programs like Houdini also. I have a fast NVMe drive for main partition, but my data hard drive is a mechanical sata, might stick a cheap ssd in as well then. thanks for your answer,

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    Lucia CR

    Hello,

    In general, the texturing process needs to copy images from HDD to RAM. Sometimes texturing alone is faster than the copying itself, which may result in CPU waiting. (Faster hard disk can help.) And, with a certain smaller number of pictures, it uses just 1 CPU.

    How many pictures and textures did you use in this case? At what stage of the process (in %) it seems to work just on one thread? Which version are you using?

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    andrew breckill

    Hi, the scene was 339 photo's, 24mp each, It was at various points of the texturing, sometimes it used all 16 cores breifly then one at 100% with one at say 7%, monitoring with hardware monitor pro showed a lot of downtime for cpu cores throughout the bake. its the latest version of the 3 month paid for version. 

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    Lucia CR

    hello again, this seems to be standard behaviour; you could try transfering the images to an SSD disk to speed things up; however, sometimes the CPU simply has nothing to do until it gets the data it needs

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    andrew breckill

    Hi, I have bought 2 samsung 970 evo plus drive to run in hardware raid 0, I have also upgraded processor to 1950x, I am in the process of testing the new system, will let you guys know what turns out, and what offers best price/performance between mechanical/ssd/nvme/raid0 in next couple of days.

    happy capturing!

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