Quote from: seth93 on June 06, 2008, 01:32:57 AM
yeah all that and the fact that i have a slow computer and that i use it during rendering process to try several games 
Gi detail is necessary in this one, i tried without it first, but the foreground was less viewable...darker... and look again at the clouds settings, i used no acceleration cache and THAT added a lot of time to the render 
anyway, i like testing and i must admit that even with stupid values, and loooong render time, TG2 was stable during my last 2 renders !!!
edit : and thanks for the advices T-U 
There are many complaints about the stability of the current alpha, but in my opinion it is indeed quite stable when rendering for long times.
It's important to restart TG2 prior to starting your render.
Though it seems that TG2 always crashes on my computer when memory consumption is above ~1.4 GB

So I was wrong about the surface detail I see. Great you've tested that, I still find it unclear when this function really is needed and when it is not.
Acceleration cache indeed strongly affects rendertime but believe me, raytraced shadows really cranks it up a lot, way more than disabling the cache.
A combination of disabling rendercache and raytraced shadow indeed increases rendertime tremendously.