**System Information**
Operating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01
**Blender Version**
Broken: version: 3.0.0 Alpha, branch: cycles-x, commit date: 2021-09-14 15:01, hash: `rB58ab616d4c6e`
Worked: Prior to Cycles-X
**Short description of error**
The Spring demo scene shows large performance regressions on GPUs compared to normal Cycles. For example, normal Cycles may only take about a minute on my CPU, but Cycles-X takes 30 minutes. This was reported by Raimund Klink in blender chat:
|{F10418747}|{F10418750}|
|Master with OptiX|Cycles-X with OptiX|
**Exact steps for others to reproduce the error**
1. Open the Spring demo file and render it on a GPU, comparing performance to normal Cycles. https://www.blender.org/download/demo-files/
Upon investigation I have found what seems to be the cause. The hair on Spring seems to be the issue. It is made with a shader like this:
{F10418757}
And there are a lot of intersecting hairs and a lot of "transparent bounces". Looking at just this culprit object, you can simplify the scene with something like this:
{F10418762}
Here are some steps to recreate the file above:
1. Create an object with a lot of hair (a cube with 400,000 strands of hair works)
2. Get the hairs to overlap with each other (Using the "Brownian" value in the "Physics -> Forces" tab of the particle settings (with "Advanced" enabled at the top of the particle setting section) worked for me).
3. Give the cube a material with the culprit material (mix shader with a "Transparent BSDF")
4. Change the "Light Paths" count for "Transparent" to something high (64) for the biggest effect
5. Position the camera and objects in such a way that the object with the hair only takes up a small portion of the frame
6. Render