I have been intending to ask this for a while but does anybody know which is faster; Multiply or Divide?
It has always been a tradition in Programming / scripting to use a multiply rather than a divide as this is faster to execute. However I have read that POV-Ray, which creates scenes from an interpreted scripting language, converts Divides to multiplies at the interpretation stage. Allowing users to use divide without a loss of efficiency; I can't definitively confirm this but from practical experience it appears to be true.
As TG2 also uses interpreted scripts (Look at one of your TGDs using a text editor), I am wondering if the same is true?
Initially I had no problem with multiplying by small fractions but as my node networks become more and more complex I am finding that I am using Divide Scalar nodes more as it is easier to keep track of what is going on when dealing with scales if I use divides. Example: I want the features derived from a Perlin 3D Scalar to be 64 times as large as the default it is easier to divide the Get Position by 64 than to multiply it by 0.015625 (1/64).

I have made a quick test with a simple node setup with the following result:
Version 1 – Multiply = 04:47
Version 2 – Divide = 04:52
Times based on a default settings Full Render.
While there is a small difference I don't believe that this is conclusive as any number of things could account for the discrepancy; What were the active components of QuickTime or RealPlayer doing? (Can You install without them?). Did my security software download an update during the render? As you may guess I am using a User friendly (F* Efficiency), Bloatware "Operating System" from our old friend Bill.

Here are the Node graphs and the output.