This is quite strange. So according to the first screenshot all 4 partitions are running (each takes around 6 seconds), but the CPU load is just 7%. Also I am not sure why Max is showing “deadlineStartupMax2011” as the scene title, but that could be a glitch in Windows. According to the Monitor, your scene was Untitled and that’s what should be listed.
I would love to know how long it takes to save one frame and one whole partition on your local workstation without Deadline. Does it take 6 seconds or much less?
Then the second screenshot confirms that the two nodes have 4 threads each.
The third screenshot shows an error that I cannot explain (we have seen it several times, but could never reproduce the cause for it). In short, Max somehow manages to create a user interface in network rendering mode where no user interface could exist. The “popup” dialog is part of the Krakatoa GUI, but the Krakatoa GUI cannot be open during network rendering because Max does not support viewports or user interface elements in that mode.
I would be interested to know whether that error happens all the time or just sometimes? I would love to fix this issue if we can find out what is causing it.
Also, I am a bit concerned about your description of the scene as “basic scene”. If you are testing CPU load, you have to test with HEAVY scene, something that would make PFlow think a lot. Heavy collisions, a lot of spawning, things that generally hit the CPU.
What I would suggest as part of the test is running one partition of the same scene locally on your workstation and looking at the time it took. (You could use less frames so you don’t have to wait for 40 miutes per partition). Then multiply that by 10 to see how long would it take to make 10 partitions locally.
Then compare to the total time it took to save those same 10 partitions using the two nodes on Deadline. Was the local partitioning of 10 partitions faster or slower than the Deadline partitioning? In theory, 2 nodes x 4 tasks should save 8 times faster, but with the overhead of loading Max, it might be closer to 4. With the last two partitions handled later, the whole process might be even slower, but I would still expect it to be at least 3 times faster than one workstation doing all 10.
Then try submitting the same scene to both nodes with ONE task per machine, without concurrent tasks. This should be in theory about twice as fast as one workstation doing all 10, but with the overhead of managing Max it would probably be less than twice as fast. But it would free up your workstation to do other things, so it is not a bad approach.
Still, we want to get an idea whether partitioning on Deadline with your setup DOES make things faster than running local partitioning on your workstation. Let’s get some actual numbers. Let’s not even look at the CPU load at this point, but try to find out which method gives you the 10 partitions in shorter time.
If it turns out that Deadline partitioning does not give you the same output in less time, we really have a serious problem. If it is faster, we want to figure out how much faster and whether the Concurrent Tasks or 1 task per machine produces the output faster.
Thank you very much for your time!