Ray tracing backend: Slow with many actors
The ray tracing backend gets really slow with many geometries, even if none are visible, for both OSPRay and VisRTX. The more are loaded, the slower it gets. And it’s not limited by rendering at all; there must be some sequential bottleneck in the traversal code I guess.
My test case is the OpenFOAM motorbike. 1 geometry with all 300k triangles is super smooth, whereas the 66 regions loaded as separate geometries becomes unusable.
I did some profiling (see screenshot attached). The new operator and garbage collection consumes an immense amount of time. They are barely noticeable in the 1 geometry case.