One simple way to time image-processing nodes is just to have a test .nk (e.g Read->MyNode->Write) and time how long it takes to render with "nuke -x"
Another simple way is to set the number of threads to 1 (with nuke.env['threads']=1 in Python, or there's probably an argument for it), then shove print statements in the engine function, with timing info (e.g time elapsed from start of method to end) A slightly less crude way is using valgrind's callgrind (using kcachegrind or something to view the results) - valgrind slows everything down, but the relative times should still be valid Stephen Newbold wrote: > Hi, this may be more of a generic c++ question but is there a way of > easily checking the speed of either individual modules or whole > plugins? I'm trying to optimise some code but I'm not entirely sure > whether my 'optimisation' is helping or hindering performance. What I > need is some kind of feedback in the console telling me witch version of > the scripts runs fastest. > > Cheers, > Steve > -- ben dickson 2D TD | [email protected] rising sun pictures | www.rsp.com.au _______________________________________________ Nuke-dev mailing list [email protected] http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
