I hope someone can help me, as this can help boost my rendering times. I created a new video sequence project and double checked in the settings - my GPU is recognized, screenshot:  When I render the video though and check the gpu temperature, it is pretty normal (60-65 degrees). When I play games, it usually peaks up to 80-100 degrees, so I would expect something similar when rendering with Blender. Does Blender use the GPU when using a video sequencer template? How can I double check if Blender is using my gpu? I also have ffmpeg with h264_nvenc enabled (I can measure the difference in the console, up to 100% more speed), but cannot see this listed in the rendering options:
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I'm currently using Blender for video editing.  I have an AMD R7 and I have configured OpenCL in my user settings.  However, it doesn't seem to make rendering video any faster. Can the GPU be leveraged in this specific scenario or is it exclusively for 3D editing that the benefits can be seen?  Update #1  FWIW, exported in Blender using lossless method and will be encoding using VidCoder. Note, VidCoder uses all the cores on my system.
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I noticed that under heavy CPU load, the temperature differences between the CPU and CPU heatsink are very high:    picture from ; 2.0 GHz quad-core i7 () Sandy Bridge; Macbook Pro   That's a difference of 41°C! Is this safe? Is this normal?  When using the discrete GPU, an entry "GPU heatsink" will show up. The temperature difference between the GPU and GPU heatsink are never more than 10°C. This is why I think that the something's wrong with the CPU cooling.  I have never removed the CPU/GPU heatsink in this Macbook Pro.
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After reading some articles on blender speed, I see that using CUDA enabled GPU computing will be of help in rendering.   I am trying to stitch a shirt on human .obj file. For that I bake 60 frames for it to fall on the human correctly. It takes about 20 seconds for the bake. I'd want to host it real time.  youtube link of the same :   Can I use GPU computing to reduce the bake time just like rendering time ?
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Some of my friends have their hardware maxed out all the time.  Whether rendering huge 3d animations, generating Bitcoins, or running intense screensavers.  It makes intuitive sense that CPUs/GPUs running at full blast constantly will wear out faster than those used lightly.  Is this true?  Do I need to "conserve" my hardware, or will two video cards, both left on all the time but one idling and one maxed out, last about the same amount of time?  What actually causes CPU/GPU failure?  My friend says I should generate Bitcoins with my GPU, but that requires it to be maxed out all the time.  What difference would that make in my video card's lifespan?
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I am currently using Sheep It! to render my blend (built on v2.68c) on multiple computers, and I noticed something rather strange. According to the log on-site, the frames rendered from other people's blends were completing in 3 to 4 minutes. This was on an 4 core i5. My main rig (with an 8 core i7) was completing frames in no less than half an hour. How is this possible?  To clarify, these people's frames are very complex, often with very detailed textures. I have 2 objects in my blend. Below are the options I changed for my blend:   Aspect Ratio: 1000px x 1000px Output: PNG Clamp Indirect: 0.98 Render Sampling: 128 Min Light Bounces: 0 Max Light Bounces: 4 Cycles Render   Is there something in there that I should change to make it go faster? I can't really comprehend how it's going to quickly.  EDIT: To answer what @Duarte asked...   System Specs: i7-920, 3GB DDR3, GT 630, Windows 10 I have two circles, extended to form a sort of coin with a star on it. It is not complex at all. I have Firefox and Steam running in the background, but not actively. I've been away from the computer for 8 hours and noticed this behavior. (I am running Blender from Steam.) I made sure when I began rendering that the blend was set for CPU rendering.          And to answer what @pycoder asked, yes, I am using Cycles Render.
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I know that nobody likes duplicate questions, but I haven't found my answer on any of the other questions with this topic.  I built a computer with a  (made by Gigabyte).  It supposedly has 512 CUDA cores.  I followed  tutorial, (which enabled the Nvidia proprietary drivers) and was able to enable dual monitors and all the desktop graphics that are needed.  Unfortunetly, the GPU processing option still doesn't show up in Blender.  I've tried installing nvidia-cuda-toolkit, and that didn't make a difference.  I also tried to update my drivers from nvidia-346 to nvidia-349, and this had no apparent effect either.  What can I do to enable GPU rendering?  (I've tried both blender installed and just downloaded from the site).
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Blender worked fine before I installed a GPU to my PC. Is it the GPU? How can I fix this? I already reinstalled to the latest version. When I try to move a cube, the orange outline only moves but not the cube and I cant click it.
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So I am doing the donut tutorial and when I render my image is super grainy. I looked at all the other answers but the interface looks different from the one I have and I am not sure what to change. My GPU is GeForce GTX 1650.  I increased the Render and Viewport value but it didn't change much. Even at 5000 viewports, it's grainy. Here are the settings for the image above. Is this the best I can expect with my GPU?
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I am using Blender's Video Sequence Editor and it won't let me render it. The error message...     Timebase 20999/500000 not supported by MPEG 4 standard, the maximum admitted value for the Timebase denominator is 65535   ...keeps popping up. I don't know what to do. It also won't let me save it either. Here are some screenshots.
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I run MemTest86 a lot at work on customer's machines, and it's great for troubleshooting memory issues. My question is, how can I test that a GPU is starting to go?  I know of programs like 3DMark to push the graphics card to its limits, but what about with Video Memory? Is it worth testing? Is there a stress tool actually able to catch issues in the video card (memory), perhaps using CUDA/OpenCL?
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I have an NVIDIA Titan GPU and I'm able to add another card, but I wonder whether  Blender will benefit from more than one GPUs?  Should I do it as SLI or should I just do it as an added card? I just need some help in understanding how Blender will use either SLI or a second GPU.  Note that I only use Cycles.
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I have baked a fluid simulation that runs for 300 frames.  I have 3 cameras, one from the left side, one from the right side, and one from the top.  Can I render a sequence of 900 frames where the first 300 are rendered from the simulation from the left camera, then it uses the same simulation and does the next 300 frames from the right camera, then uses the same simulation for the final 300 frames from the top camera?
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What is a reliable, but not too time-consuming way to determine if a certain game is limited by the graphics card or by the processor speed?  I have some preconceptions about whether I'm mostly GPU or CPU limited, but I'd like to verify if I'm right about that. I have some ideas how I would go around and test that but performing accurate benchmarks is notoriously tricky and I don't have much experience with it.   So I'm wondering what would be an easy way to determine the bottleneck, having only one computer with a certain configuration available? What tools would I use for that purpose?  It would also be interesting to determine if the amount of VRAM on my graphics card is a limiting factor.
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I am using Blender 2.77 and an R7 250 GPU on Windows.  Compute Device >> OpenCL (Oland).  OpenSubdiv >> (Tested with all).  Device >> GPU Compute.
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I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly. 2.92.0 blender file:  Overview layout:  Lamp:  128 sample before denoise:  128 sample after denoise:  1024 sample 1080p 100% render before denoise:  1024 sample 1080p 100% render after denoise:  I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know.  but it is now again a little bit too opaque, dunno when that happened. :D Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance
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I am trying to compile FFMPEG with Nvidia Cuda support, on Debian 9.3. Parameters, what I am using:  --enable-cuda --enable-cuvid --enable-nvenc --extra-cflags=-I/usr/local/cuda/include --extra-ldflags=-L/usr/local/cuda/lib64 --enable-gpl --enable-libx264 --disable-x86asm --enable-libx265 --enable-libfdk-aac --enable-nonfree   Nvidia Cuda with drivers are installed. When I try to configure ffmpeg, it says:  ERROR: cuvid requested, but not all dependencies are satisfied: cuda   Newer ffmpeg will show a similar, re-worded message:  ERROR: cuda requested, but not all dependencies are satisfied: ffnvcodec   I absolutely don't know why I'm having this issue, because I am compiling ffmpeg on all of our trans-coding servers.
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The Cycles render engine can render both on the CPU and the GPU. I often render over-night so I do not need my computer to be responsive.  Is it possible to render with Cycles using both the CPU and GPU? If not, are there any other workarounds that maximize the hardware's potential?       This question here:  focused on single frames optimisation.