In some of our past articles on the Render Boost blog, we discussed about the advantages and disadvantages surrounding the use of CPU and GPU rendering. We also saw that irrespective of the model you choose, you will still enjoy the feeling of a faster rendering time alongside great rendering quality.
That said, GPU rendering is becoming increasingly famous. The introduction of robust GPU-based render engines and the advent of GPUs built with highend technologies has given GPU rendering a lime light spot in the animation and rendering industry.
However, aside its amazing benefits, GPU rendering is not void of drawbacks. So, in this article we are going to look at the Top 7 Problems Encountered When Using GPU rendering Instead of CPU
Even though most GPU-solutions will tell you that GPUs are cheaper than a complete PC, the statement will only be true if you are ready to throw your money on a special hardware. On the other hand, GPUs still require a PC to house it. Again, if you look at the cost of swapping a GPU and that of changing only the CPU, you will see that the GPU is so costly.
Unlike upgrading a CPU where you go on to enjoy its potentials on every other application on your system, a graphic card upgrade will only increase the rendering time. Its benefits won’t be felt by the OS, and/or any 3D software and applications you have installed on your computer except you are playing games on your work PC. With all these outlined, you can see that, throwing money on a GPU gives you only specific advantages.
Cooling a GPU is usually noisier when compared to the cooling effect required by a CPU. This goes on to create even more heat.
Using a GPU-based solution can be difficult in the sense that not only will be worried about the purchase of additional licensing, you will also be worried if each graphic card will be compatible with the new addition. Moreover, if you decide to add a GPU with a lesser memory to the setup, it will go on to reduce the number of complex scenes the setup can handle because you will only be working with the lowest available memory.
A simple driver update that goes wrong can break the whole rendering setup. GPUs are the most unstable part in every setup and are usually responsible for all the crash problems we encounter. In other words, if there is a problem with a graphic card update, this means there will also be problems with your renders. But when working with a CPU-based solution, there will be no need to worry about this scenario.
A normal PC usually comes with 8 to 64GB of installed memory. As at the time of this write up, the most expensive graphic cards costing a fortune has a maximum memory of just 12GB. Besides that, the lowest GPU determines the memory a scene can occupy because GPU memory is not stackable. In other words, you have to exercise great caution when you decide to add more GPU to the existing setup to ensure that you are not limiting the performance of the existing GPUs.
This condition can also affect your scene if you add one more object or layer that takes it out of the memory available. It can break your scene and prevents it from rendering at all. This situation cannot be felt with CPU-based solution because if everything comes down to the worst, you will be able to experience a slowdown in the event that you exceed the maximum memory available on your PC – this rarely happens though.
Before the thought of a GPU rendering scene, you will first of all need a render engine and a software that is compatible with your chosen GPU. Unlike CPUs, the amount of software that can seamlessly integrate and work together with a GPU are much lesser.
Regardless of all the disadvantages of using a GPU when rendering as we have outlined above, its benefits greatly outweighs its demerits. And we will be discussing this in the next article on Render Boost render farm.
At Render Boost render farm, we provide support for both CPU rendering rendering and GPU rendering services, and we use the most powerful rendering servers that do not only let you render faster but gives you a better price plan for each rendering.