 Oh, I recommend it. It's Paolo Vasquez. You know what's not new in Blender is cycles. It's been around for many, many years. But you know what's, what is new? It's how fast you're going to be able to render now using CPU. Yeah, it's not, it's not all GPU nowadays. This one is for our CPU friends. This is going to speed up a lot. So basically, the feature is enabled Embry by default for CPU rendering. Paolo is in mean, it means faster rendering, especially when using Motion Blur. So here Intel Embry is the library that was that is being used right now for, for this improvement in speed. And you're going to see here some numbers that may not look very impressive in some cases, like, okay, five minute eight to almost five minutes, okay, a few seconds, a few seconds, and then bam, you're going to see some cases like this one, HN327. You know, HN327 is the short film that we worked on in the Blender animation studio many years ago. And while we were making it, when we were rendering, we were even considering not having Motion Blur at some point because of how slow it was, especially with these, with these close-ups and a lot of hair and the characters, they all have like fur and hair. And the motion blur was just so slow. And at some point it managed to be as fast as one hour, maybe two, three hours per frame. That's okay. But even then, it was too much. If we were using, if we hadn't breathe back then this improvement that was just added to cycles now, we would be talking about instead of 54 minutes per frame, five minutes per frame, five minutes per frame, nothing compared to what it used to be. Which is just crazy. In some cases, Victor, the character from Cosmos Lundromat also has a lot of hair and he went from 11 and a half minutes to almost nine minutes. So really, really nice. Koro, the character, the llama from Caminandes has a lot of fur and transparent hair. It went from four minutes 20 to three minutes 20 almost. So one minute less. That is a huge, huge, huge speed up. There's a few differences in memory. Sometimes it's lower. For example, he went from 500 megs to 400 megs. So that's nice. And some cases it goes up from two gigs here to 2.6 gig. So it depends on the scene, but overall it's a huge, huge improvement. There's also some changes in the way that cycles renders hair. So if you read out the logs, you're going to see that there is here a change that says, always perform backspace scaling for curve, remove the option. The backface scaling, this option now has been removed because it was used, it was assumed by the HairPSDF, the one you use for like making nice hairdos. It's been, it's assuming that the backface scaling was there. So it could give errors if you didn't have that, if you didn't set that. Now it's gone because it's assumed, it's always there. And also two options are going to rendering hair as triangle and lines. Why? Because now it's much more simple. You're going to see here that it's, if you want a fast hair that renders something that renders fast and maybe you'll see it from far away, you can use the rounded ribbon option where it's going to give you a flat, like a flat hair with fake rounded normal. So from a distance, it looks fine. The through the curve option is going to give you the actual geometry, like you can zoom in into that one hair strand and see it very nice, especially also if you light it from the back, you're going to see nice rain light. So that's when you should use through the curve. So now these two options, all you need, and it should be, should be good to go. But you know what, there is even more improvements regarding GPU and CPU. So GPU, this one is also pretty neat is when you're rendering with GPU, CUDA and Optics. Now you can, if your GPUs are connected with NV Link Bridge, they will share the memory. So now if you have a graphics card with 12 and the other one with 12, you now have 24 gigs of RAM, VRAM available for your scenes. And for those rendering it CPU, I save the best news for the end is that now you can render in the viewport with the noising. Yes, remember that feature that was added for 2.83, the optics denoising in the viewport. It was pretty amazing, but it was only for GPU graphics cards that support optics. So if you want to render any more, this option of viewport denoising is available on CPU as well. So it's using the open image denoising that is also available for rendering. And here, let's go, for example, over here. So you got to wait for like maybe how many samples, 12, 20 samples to see it a bit noise free, 30 samples maybe, not any more. Enable from the sampling panel denoising, viewport denoising. Turn it on, one, two, bang, it's gone. What, what, am I cheating, one, two, bang. It, look, no hands, it just, it just awesome, it just works and it's CPU so it works everywhere, it's supported by everything. It's just amazing, you can turn it on here, you can choose optics of course, but you can just set it from here from the viewport. And for rendering, you also have the regular one and optics, but isn't this just crazy. This is going to change the way you light scenes. I've been using the viewport denoising for a while, we're lighting my scenes and it's just, it just gives you so much freedom, you get a preview. Of course, going to be a bit blotchy until you get enough samples to like see some specific bump for example, but it still is, it's going to change the way you light your scene because you, in just a few seconds you, or even less, you can just have a preview of how your scene looks. So really, really good reason to go into blender.org slash experimental, get the latest build, try it, test it. If you have any bugs, please report them, I'm going to leave a link here to report the bug, but yeah, just enjoy, just good news, share the news, yes, make people know about it, especially your friends that didn't have a GPU capable of using the viewport denoising for example. Now you can with CPU, so it works everywhere out of the box for free and open source. Share the news, see you in the next video, bye.