I was testing raytrace shadow speed, not overall speed, so I didn’t use textues. Personally I think that comparing overall speeds, when one traces and the other does not, is pointless, unless they look identical. Speaking of which, the time it takes to render shadow maps and point clouds (and re-render if anything changes or is broken) is almost never included in the comparisons. It was a feature film production model w/ half mil polygons, bigger and more complex than a human, if that makes any difference. I also noted that in a (production) scene with several spotlights, switching just one of them from shadow map to raytrace would double the rendertime.
Nobody thinks that renderman (and by that I mean PRman, Renderman itself is not software, only a specification) raytraces as fast as others, it’s not designed from the ground-up to trace as the others are, and as far as I can tell they are so biased against tracing there’s no way it’s a priority for them.
Pixar has created some amazing technology, like motion blur that renders about as fast as no motion blur, point clouds got them an Emmy - why they throw out the baby with the bathwater when it comes to raytracing is beyond me - but maybe it really is because they don’t have the need to do or the experience with live action rendering, and don’t care if their work is photoreal.
The reason motion blur is so fast in PRman is because anything that will be blurry is dropped in quality at rendertime. If you’re willing to lose a little more realism, it can even render faster with motion blur than without. So why on earth do they simply say “raytracing takes too long to evaluate shaders multiple times and needs too much memory” when they could simply do the same thing - use low-res geo and textures, no displacement or subdivision, and ignore everything in the shaders except diffuse and maybe spec/reflection - and end up with a better looking render?
Raytraced images would look far more real. These look like paintings by comparison :