But don't forget ...
Ok gotchya, e.g.
Node 1 - frame 1-25/100
Node 2 - frame 26-50/100
Node 3 - frame 51-75/100
Node 4 - frame 76-100/100
I used to do this for After Effects renders when a client was breathing down my neck!!!
Exactly. But don't forget that if you've been building your setups from GPUs that vary per (or even within a) system and span many years of age, it may actually be better to split the render on a machine basis and might even counsel splitting on a scene basis because different GPUs may differ in CUDA compute capability [
https://developer.nvidia.com/cuda-gpus ], speed and memory. For example,
GeForce Desktop Products
GPU Compute Capability
GeForce GTX TITAN 3.5
GeForce GTX 780 3.5
GeForce GTX 770 3.0
GeForce GTX 760 3.0
GeForce GTX 690 3.0
GeForce GTX 680 3.0
GeForce GTX 670 3.0
GeForce GTX 660 Ti 3.0
GeForce GTX 660 3.0
GeForce GTX 650 Ti BOOST 3.0
GeForce GTX 650 Ti 3.0
GeForce GTX 650 3.0
GeForce GTX 560 Ti 2.1
GeForce GTX 550 Ti 2.1
GeForce GTX 460 2.1
GeForce GTS 450 2.1
GeForce GTS 450* 2.1
GeForce GTX 590 2.0
GeForce GTX 580 2.0
GeForce GTX 570 2.0
GeForce GTX 480 2.0
GeForce GTX 470 2.0
GeForce GTX 465 2.0
GeForce GTX 295 1.3
GeForce GTX 285 1.3
GeForce GTX 285 for Mac 1.3
...
GeForce GT 640 (GDDR5) 3.5
GeForce GT 640 (GDDR3) 2.1
CUDA compute capability (and differences in GPU memory amounts) can affect what the renderer can actually perform:
Compute capabilities required for octane features:
Compute Capability Limitations
1.0 Octane Render Version 1.20+ not supported.
Version 1.1 or lower: no PMC kernel or matte material (shadow capture)
1.1 -> 1.3 no PMC or matte material (shadow capture)
2.0 and 2.1 no limitations
3.0 and 3.5 no limitations
Texture count limitations
Compute Capability Texture Count
lower than 3.0 64 LDR (8 bit) RGBA, 32 LDR (8 bit) greyscale, 4 HDR
(16 bit) RGBA and 4 HDR (16 bit) greyscale
3.0 or higher 144 LDR (8 bit) RGBA, 68 LDR (8 bit) greyscale, 10
HDR (16 bit) RGBA and 10 HDR (16 bit) greyscale
[
http://render.otoy.com/faqs.php ]. Moreover, in the case of my WolfPackPrime0 CUDA rig, the GTX 480/1.5G limits the ram used by the GTX690/2x2G.
Moreover, as I mentioned in an earlier post your systems can be rendering on the CPUs separately from the rendering taking place on the GPUs, so you should take into account not only system differences and differences within systems, but also the rendering needs and variances within a project, possibly viewing the allocation within a completely different light based on all relevant factors.