To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold 2. Denoise 3. Instancing (alt+d instead of shift+d) 4. Light Paths 5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
OptiX tends to be faster but has more artifacts, so a general rule of thumb is: - Optix for Viewport Rendering (speed preference) - OIDN for Final Rendering (quality preference)
What in the world did his tips do to my PC?!? It was like 207 samples from 4096 and suddenly it's done??? This video deserves much more attention and likes, thank you Smeaf!
One more thing I would like to add here, if you’re increasing the noise threshold from 0.01 to 0.1, You gotta increase the sample count too from like 500 to 2000👍
@Em & G Sync you can absolutely get a pleasant looking render from increasing noise threshold.. but for the commercial projects that I’ve done( from the eyes of the client) it was flickery.. so I tried increasing the sample count.. it made the render so much more stable
I'd like to add to this addition just so there's no confusion. The two options don't really work in tandem as far as i know, it's one or the other. It's like having two goal lines, whichever is reached first stops the render. The reason you up the sample count is to make sure the render actually reaches the noise threshold before it reaches the sample limit. So just set the samples to something high like 10,000(something unreachable basically), it doesn't matter because the noise threshold is going to stop the render anyway, but it makes sure you actually reach the threshold you set and not the sample limit. The reason you didn't get consistent noise before was likely because your render reached the sample limit first.
I'm a 3D-graphics/gaming teacher, and I've been coding a 3D-engine myself for fun. It amazes me how much I learn about 3D-graphics when I've been doing something so low-level stuff that I didn't know before
Ho thank you so much!!! It comes at the right time, I rendered a scene yesterday which took 4 hours, I applied all the advice from the video (instance, bounce light, no 8k textures, and so on ) and now it only took 1h30 :)
To add on to the texture optimization bit, you can get away with fairly low resolutions for the various information maps. In most circumstances, roughness and metallic maps can be 1k or lower, and you won't notice the difference. The key texture maps that should be kept high resolution are the Color/Albedo and Normal maps. Everything else can be downscaled drastically. Also it's a smart idea to combine the various information maps into one. Since they're all grayscale you can put each one into a seperate color channel on the same image. R-Metallic, G-Roughness, B-Ambient Occlusion, A-Displacement. Node Wrangler's automatic PBR setup won't know what to do with it, but it'll cut down greatly on how many textures will need to be loaded and will reduce the clutter in your node tree.
I remember when on of my scenes I had to optimize it due to nearly crashing when I render it, using a bunch of grass particles and trees, I optimized it alot by using weight paint on the grass, more grass on my main subject to less and less grass, nearly cutting my grass count by half, then using instancing on my trees, this was so fun to learn and now know to use om my future scenes
I strongly suggest experimenting with 1 sample rendering because can be really helpful to highlight things that generate noise that you otherwise wouldn't have thought of! Like area lights can make or break a render if not optimized well.
@@sarayupalanivel3148 AOV stands for “Arbitrary Output Variables”, just a fancy name for passes. If you make passes for direct or indirect diffuse, direct or indirect specular, etc. when you watch them independently you can see which ones have more noise and adjust render settings accordingly. I’m not sure how it works in Blender, I use Arnold.
This is actually the first time I heard "Foregone Destruction" (at 1:22) while not playing Unreal Tournament or listening to it on purpose. Great track, thanks for making me smile
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
I really appreciate the effort you go through to edit these tutorials with modern style edits of memes and trends. It's the personal touch that makes this go from a single watch for some quick tips into multiple returning viewers just for an enjoyable and relatable video to a niche community.
All of this is information I already know, but your content is just so entertaining and I can't stop watching! Not to mention your perfect soundtrack choices
in regards to texture optimization for heavy scenes - as a basic guide i take a full size render, then measure the object in pixels and whatever the dimensions are i double or triple them depending how far away the object is and that's my required texture size. You can resize the textures in blender but I use powertoys with windows explorer because it's faster.
Dawg, i don’t even know how to thank you for this amazing video, like dawg my renders are like 10x times faster, I didn’t know more than half of these options❤
Bro i don't really like this kind of fast edits but yours is really funny, had a good laugh and difference between your calm voice and fast edit is working good! And ofc thank for tips!
Hi when you use billboards for such "imposter" objects. is there a easy way to for example set a sequence of images so it selects which image it displays based on the angle, so objects less far away will also work better with this. I know this can be done by using a movie texture, but that would require manually planning out the movement. and if you instead can use a sequence of images and have the plane automatically rotate towards the camera and then select which image to display based on it's rotation(whatever comes closest), then that might really work well for just reusable assets which are actually just billboards.
Guys, I am desperate. Does anybody know what music is playing at 1:22? I've been looking for this track everywhere and couldn't find it. It is supposedly from some old 2D platformer game with alien invasion
Just want to add that if you are trying to use the optix denoiser with glossy surfaces like smooth counter tops, and those surfaces have some kind of roughness map on them you might have a LOT of denoising artifacts, a way around this is to use the composite denoise node instead. I love the Impostor idea, I hadn't thought of baking in the normals.
1. Noise Threshold has nothing todo with how noisy the rendering is, it just dosent render more samples if it's not to noisy. lowering the samlels would also make the render more noisy. Its just to not wast samlples on less noisy parts of the image. Thats not magic 2. Open image denoise might be sometimes better then Optix denoise, but mainly its about performance, using it in the viewport is super slow so there you should allways use Optix if avalible, and dont forget to adjust wich passes to use. (OID should also be GPU accelerated in the future) 3. Instancing is also about the modelling part and it dosen't magicly reduce render time. It reduces (V)RAM usage and the needed bandwidth. The polygons still need to be rendered, the shader has nothing to do with the model but is compiled once if it is the same, raytracing still needs to be done for each object and raytracing dosen't really "shade pixels".
Very useful. I'm a little frustrated about the Imposter method though. It seems perfect for what I want to do, but you skip over it so quickly, I can't work out how to create the imposter object normal mapping. I can't find any other tutorial that even describes Imposters! Do you have a link / pointer that could help?
Thanks for the advice! On instaces - I have a specific use I’m experimenting with. I’m making a zombie movie, so I need HORDES of zombies. The models are super dumbed down, but I’m still running into slowdown issues. I don’t want the entire swarm to be walking in sync, and they don’t always walk on a flat ground-surface, so I can’t copy their animation completely. Here’s my plan- make instances of 3 or 4 with their movements staggered, scatter them evenly, and instead of animating the Root controller in Pose Mode for their position and rotation, animate their position in Object Mode. One advantage I have is that this is a rough animatic- final result will be hand-drawn in Grease Pencil, so no worries about high-res models. If anyone has a better plan for the swarm, I’m all ears.
Please make a full video on light baking in blender and solving problems while baking light... Please make it..its very imp for optimising game audience really thank you.
I make sure that the render without the denoiser is only a bit noisy ie fine grain, then the denoiser tidies it up a bit.I also use Fast GI Approximation to lighten the shadows a bit, so there is less noise in the shadows. This really speeds up render times
Is there a way to batch downsample textures in blender? Sometimes, when you download detailed models, they look great and all but having to go at each material, find the texture, change the size is a pain...
As for Desimate, I do not recommend using this modifier in any case, if you have a changing heavy mesh, it copes very poorly with the animation of shapes, especially if you use it on a subdividend surface
I tested Open Image Denoiser VS Optix in one of my projects and it went from 45 seconds (Open Image) to 24 seconds (optix) on the same test frame. So in some circumstances it does seem to work better. So definitely test out both for your projects, just to be sure.
@@ajtatosmano2 No not at all. I compared the 2 side by side and even showed a colleague. They couldn't tell which was which. Although I'm sure it depends on what you're rendering.
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
totally. anyone can make a to the point vid, which def has its purpose. but Smeaf levels up with cut aways that make me lol.
I use Cuda so I use GPU+CPU
I’m now becoming more brilliant
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
1. Noise Threshold
2. Denoise
3. Instancing (alt+d instead of shift+d)
4. Light Paths
5. Imposter (Using planes instead of 3D Meshes for far away objects, such as trees)
Hello?
OptiX tends to be faster but has more artifacts, so a general rule of thumb is:
- Optix for Viewport Rendering (speed preference)
- OIDN for Final Rendering (quality preference)
OMG 2:27 THE MUSIC, all the childhood core memories unlocked!
Age of War music is core memory unlocker
It's just too good
Miragine War
now its gd
What in the world did his tips do to my PC?!?
It was like 207 samples from 4096 and suddenly it's done???
This video deserves much more attention and likes, thank you Smeaf!
One more thing I would like to add here, if you’re increasing the noise threshold from 0.01 to 0.1,
You gotta increase the sample count too from like 500 to 2000👍
@Em & G Sync you can absolutely get a pleasant looking render from increasing noise threshold.. but for the commercial projects that I’ve done( from the eyes of the client) it was flickery.. so I tried increasing the sample count.. it made the render so much more stable
@Em & G Sync basically the denoiser was only good for static frames.: but for animations, I had to increase the sample count to get a consistent noise
I'd like to add to this addition just so there's no confusion. The two options don't really work in tandem as far as i know, it's one or the other. It's like having two goal lines, whichever is reached first stops the render.
The reason you up the sample count is to make sure the render actually reaches the noise threshold before it reaches the sample limit.
So just set the samples to something high like 10,000(something unreachable basically), it doesn't matter because the noise threshold is going to stop the render anyway, but it makes sure you actually reach the threshold you set and not the sample limit.
The reason you didn't get consistent noise before was likely because your render reached the sample limit first.
@@christopher- that’s absolutely right sir !
The noise threshold literally caps the amount of samples. And at 0.1, it's gonna be lower than 500 I can guarantee. So this is useless advice.
I'm a 3D-graphics/gaming teacher, and I've been coding a 3D-engine myself for fun. It amazes me how much I learn about 3D-graphics when I've been doing something so low-level stuff that I didn't know before
Smeaf, even if sometime i'm not intersted of your content, your editing is so satisfying that i can't switch for another video.
That doesnt seem to please him lol
@@Ridgerian it should, not being intersted doesnt mean i find his videos not useful for other pples
@@abeblue Ah okay, good point!
It's the opposite for me, the meme edits are trying too hard to try to be funny and frankly it's more annoying than laughable at this point
Someone get an award to this guy for his music selection.
Ho thank you so much!!! It comes at the right time, I rendered a scene yesterday which took 4 hours, I applied all the advice from the video (instance, bounce light, no 8k textures, and so on ) and now it only took 1h30 :)
Yo that's sick!
To add on to the texture optimization bit, you can get away with fairly low resolutions for the various information maps. In most circumstances, roughness and metallic maps can be 1k or lower, and you won't notice the difference. The key texture maps that should be kept high resolution are the Color/Albedo and Normal maps. Everything else can be downscaled drastically. Also it's a smart idea to combine the various information maps into one. Since they're all grayscale you can put each one into a seperate color channel on the same image. R-Metallic, G-Roughness, B-Ambient Occlusion, A-Displacement. Node Wrangler's automatic PBR setup won't know what to do with it, but it'll cut down greatly on how many textures will need to be loaded and will reduce the clutter in your node tree.
nice. thank u
Thx, Smeaf! I rendered out an animation and it took over 7 HOURS yesterday, can’t believe how perfectly timed this vid came out!
Oh nice! Hope this helps
and how long it took to render after optimization? just curious :)
@@minox510 it took roughly 5 1/2 hours afterward. It might not seem like too big of a difference but every little bit helps
@@GrumpyWolfman yeah 1 and 1/2 hours less of rendering time is really impressive, i hope to get that good results too. :D
I remember when on of my scenes I had to optimize it due to nearly crashing when I render it, using a bunch of grass particles and trees, I optimized it alot by using weight paint on the grass, more grass on my main subject to less and less grass, nearly cutting my grass count by half, then using instancing on my trees, this was so fun to learn and now know to use om my future scenes
Spectacular editing my guy. This had me smiling the while way, keeps everything from feeling overwhelming and inspiration high. Appreciated!!
I strongly suggest experimenting with 1 sample rendering because can be really helpful to highlight things that generate noise that you otherwise wouldn't have thought of! Like area lights can make or break a render if not optimized well.
Just AOVs to know exactly where noise is coming from instead of guessing.
@@leecastewhat is aov?
@@sarayupalanivel3148 AOV stands for “Arbitrary Output Variables”, just a fancy name for passes.
If you make passes for direct or indirect diffuse, direct or indirect specular, etc. when you watch them independently you can see which ones have more noise and adjust render settings accordingly.
I’m not sure how it works in Blender, I use Arnold.
the transitions and illustrations being just random videos you saved is honestly pretty fun
This is actually the first time I heard "Foregone Destruction" (at 1:22) while not playing Unreal Tournament or listening to it on purpose. Great track, thanks for making me smile
good work! all things i use currently, but it's always good for people to hear these in case we missed something or are new to it :)
Always good to have a refresher!
This video is truly.... Brilliant!
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/Smeaf/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.
i keep forgetting these basic render optimizations, thanks for putting them all in one video!
Ayyy, thanks man!
heck yea, the modnation racers soundtrack at the start shows me you truly are a cultured man
I really appreciate the effort you go through to edit these tutorials with modern style edits of memes and trends. It's the personal touch that makes this go from a single watch for some quick tips into multiple returning viewers just for an enjoyable and relatable video to a niche community.
Thank you! It's a lot of work
Fantastic music choices in this video, don't think that Age of War song went unnoticed, great video!
Smeaf delivers the goods, once again
Baked fresh 🍞
The choice of music & stock footage feel like the editing equivalent of jangling keys in front of a baby to keep it interested and im here for it
UNREAL TOURNAMENT SONG!
All of this is information I already know, but your content is just so entertaining and I can't stop watching! Not to mention your perfect soundtrack choices
Ayyy, thanks!
Everytime I randomly watch your videos I get reminded howww good this editor is mannn
Thanks for complimenting me
in regards to texture optimization for heavy scenes - as a basic guide i take a full size render, then measure the object in pixels and whatever the dimensions are i double or triple them depending how far away the object is and that's my required texture size. You can resize the textures in blender but I use powertoys with windows explorer because it's faster.
This is awesome. Thank you SO MUCH for this. I'm very new to blender and it helped me A LOT. ❤
That's awesome!
Not making an amongus joke in that last tip must have taken immense restraint.
Keep up the great work!
dude your edit is god like, congrats and keep up the good work!
Thanks!
9:30 "you probably wouldn't even notice"
Narrator: everyone immediately noticed the darker tree
sneaking in the sound effects from age of war was a nice touch was a fun game to play back in the day with the dino riders leading the charge
Dawg, i don’t even know how to thank you for this amazing video, like dawg my renders are like 10x times faster, I didn’t know more than half of these options❤
How i love these type of video tutorials and tips, entertaining yet very educating. Keep up the content man!
Bro i don't really like this kind of fast edits but yours is really funny, had a good laugh and difference between your calm voice and fast edit is working good! And ofc thank for tips!
Great vid - and love the merch!!
Thanks!
OH MY GOD INSTANCING IS THE ANSWER TO ALL MY PROBLEMS YYYAAAAAYYY THANK YOU SO MUCH GOD BLESS THE ALT KEY
thanks for making it actually fun to learn from your videos with your amazing editing . 10/10 ♥
This is probably the most useful rendering tutorial I have seen so far, keep up the good work!
That's so good to hear!
You are great, Smeaf!
Thank you smeaf ❤
Thanks! I hope this helps!
After 8 years of technical physics and applied computer science, I got PTSD attack at 4:50.
Thanks... I wished to never see that anymore in my life
Suuuper useful tips! Thanks a lot Smeaf!
(Btw which song do you usually have for the end of a video?)
Thanks!
It's Called Sojourn
@@Smeaf Yay! Thank you
It's so good and relaxing, been dying to hear the full song. For other people searching:
ua-cam.com/video/VLb93KXlqUU/v-deo.html
I'm just starting out with Blender (transfering over from Maya) and this is going to make my practice so much easier as a beginner 3D modeler
Your editing kills me 😂 you have my sub 🔥🔥👏🏻👏🏻👏🏻
It’s one of the many things I love about my job 😌
Im in BLender since 2015 so I have bee throught some stuff ;D but i had no idea that instancing also reduces the time of render....
THANK YOU SO MUCH
Wonderful tips,thank you so much friend!!
No problem 🙏
2:28 bro used age of war music, subscribing is now obligatory
Thank you for mentioning that "Instanced" method. I guess I have to go fix my entire Cathedral scene I am currently making now.
Lol, good luck!
@@Smeaf already did it 5 days ago. My scene dropped by 400k polygons
Bro, you are amazing 🎉
Props for using foregone destruction!!! :D
This video was super helpful.. Thank you so much.🙏🏼🙏🏼🙏🏼
Glad it was helpful!
Smeaf's videos are amazing ❤
the memes you have added made me laugh and learn at the same time, thanks!
Another good trick is if you have foliage that's too far or too blurry to make out you can use a flat image of the foliage instead of a whole model
WHOOO YEAH BABY, THATS WHAT IVE BEEN WAITING FOR.
Hi when you use billboards for such "imposter" objects.
is there a easy way to for example set a sequence of images so it selects which image it displays based on the angle, so objects less far away will also work better with this. I know this can be done by using a movie texture, but that would require manually planning out the movement. and if you instead can use a sequence of images and have the plane automatically rotate towards the camera and then select which image to display based on it's rotation(whatever comes closest), then that might really work well for just reusable assets which are actually just billboards.
This video is brilliant. Thank you.
I see you
Guys, I am desperate.
Does anybody know what music is playing at 1:22?
I've been looking for this track everywhere and couldn't find it. It is supposedly from some old 2D platformer game with alien invasion
“Foregone Destruction” which plays in CTF-Face (Facing Worlds) from Unreal Tournament 99
Just want to add that if you are trying to use the optix denoiser with glossy surfaces like smooth counter tops, and those surfaces have some kind of roughness map on them you might have a LOT of denoising artifacts, a way around this is to use the composite denoise node instead. I love the Impostor idea, I hadn't thought of baking in the normals.
1. Noise Threshold has nothing todo with how noisy the rendering is, it just dosent render more samples if it's not to noisy. lowering the samlels would also make the render more noisy. Its just to not wast samlples on less noisy parts of the image. Thats not magic
2. Open image denoise might be sometimes better then Optix denoise, but mainly its about performance, using it in the viewport is super slow so there you should allways use Optix if avalible, and dont forget to adjust wich passes to use. (OID should also be GPU accelerated in the future)
3. Instancing is also about the modelling part and it dosen't magicly reduce render time. It reduces (V)RAM usage and the needed bandwidth. The polygons still need to be rendered, the shader has nothing to do with the model but is compiled once if it is the same, raytracing still needs to be done for each object and raytracing dosen't really "shade pixels".
thank you for these tips !! (btw I love so much your humor :D )
I've been shifting+D for so many years and I didn't know alt+D doesn't affect polygon count. GOSH DAMN IT!
You always motivate me to work in blender. luv u
Very useful. I'm a little frustrated about the Imposter method though. It seems perfect for what I want to do, but you skip over it so quickly, I can't work out how to create the imposter object normal mapping. I can't find any other tutorial that even describes Imposters! Do you have a link / pointer that could help?
Look up "Better Billboards using Normal Maps" by Blender Secrets.
sus
Thanks smeaf !!
thankyou smeaf for saving my life again in this 3D world❤
No problem!
multipass+temporal denoising does wonders
Thanks for the advice! On instaces - I have a specific use I’m experimenting with. I’m making a zombie movie, so I need HORDES of zombies. The models are super dumbed down, but I’m still running into slowdown issues. I don’t want the entire swarm to be walking in sync, and they don’t always walk on a flat ground-surface, so I can’t copy their animation completely. Here’s my plan- make instances of 3 or 4 with their movements staggered, scatter them evenly, and instead of animating the Root controller in Pose Mode for their position and rotation, animate their position in Object Mode.
One advantage I have is that this is a rough animatic- final result will be hand-drawn in Grease Pencil, so no worries about high-res models. If anyone has a better plan for the swarm, I’m all ears.
I don't know how to express my gratitude.
You just did
Im stressed and this quantity of memes stress me out more
Broooo... I don't even use blender.. but watched for the memes.
But the concepts still applies in other popular tools. 👌
Thanks! Yeah exactly
nice video, the instancing can be a radical change as the other tips, thank you for sharing!
Thank you for all those tips ! 👍
THANK YOU VERY MUCH🔥
I LOVE YOUR CONTENTS✨
Thanks! Glad you like it 🔥
I'll start with Blender 3d soon and your videos will give me more motivation for blender 🔥
That's awesome!
best Blender content creator
Thanks, this saved me a LOT of time!
The imposter trick is wild. I'll have to try that sometime
Yeah it's amazing!
Him: "You are probably 20+ and love video games."
Me: "Actually, I am 14, and I basically never play games! I use Arch Linux, btw."
i have a question, when i tap alt+D the object duplicate but the stadistics of the object incress, there a solution?
i just immagine that 90% of your editing time is skimming through the 1tb library of memes :)
Great vid as always
learning is soooo much more fun with your Videos
Please make a full video on light baking in blender and solving problems while baking light... Please make it..its very imp for optimising game audience really thank you.
I like your videos Smeaf💪🏻
Thanks!
Wow. Night and day. Thank you so much. The ALT+D made a dramatic difference...
Thank you for sharing! I appreciate the funny editing as well ✌✨
I make sure that the render without the denoiser is only a bit noisy ie fine grain, then the denoiser tidies it up a bit.I also use Fast GI Approximation to lighten the shadows a bit, so there is less noise in the shadows. This really speeds up render times
Thank you so much, thats a new pin in my favs 🙏🙏🙏
Is there a way to batch downsample textures in blender? Sometimes, when you download detailed models, they look great and all but having to go at each material, find the texture, change the size is a pain...
Thanks u so much on the Alt + D. Cuz 😭😭😭 blender n PC crashes were real
INSTANCING I FINALLY KNOW WHAT EXACTLY IT MEANS, THANK YOU
Great job thank you so much you saved me 5 days time
Amazing as always
Thanks Attucky!
As for Desimate, I do not recommend using this modifier in any case, if you have a changing heavy mesh, it copes very poorly with the animation of shapes, especially if you use it on a subdividend surface
Thank you so much for this!
2:27 not the gd reference 💀💀💀💀💀💀
I tested Open Image Denoiser VS Optix in one of my projects and it went from 45 seconds (Open Image) to 24 seconds (optix) on the same test frame. So in some circumstances it does seem to work better. So definitely test out both for your projects, just to be sure.
but the image quality is way worse
@@ajtatosmano2 No not at all. I compared the 2 side by side and even showed a colleague. They couldn't tell which was which. Although I'm sure it depends on what you're rendering.
I'm getting the same results about both the speed increase and image quality being about the same.