As 2014 is done with, we drew the line to see what happened, what are the relevant figures for our service and what went different from 2013. We’re sharing them here, as we think we’ve got some interesting results that speak about the work that we’re doing behind the scenes and our stubbornness to surpass our standards.
Here are the RenderStreet stats for 2014:
- 99.89% uptime. This means 9 hours downtime in the entire year. It’s two hours more than last year, because of platform migrations we had to implement.
- Over 15,000 jobs, with a 99% success rate in job delivery. Only 1% of the jobs had issues that prevented them from being successfully finished. And, as you might have experienced, we make every effort to deliver. This is an improvement over the next year, and one we’re proud of, especially considering the increased rendering volume.
- 85% of the animations were delivered in under 71 minutes in average. A good figure, showing constant performance over the year.
- Highest acceleration, compared to the client’s machine: 533x, or 1.5 hours compared to over 1 month (the comparison base was a 2012 iMac).
Projects rendered on RenderStreet this year that that caught our eye:
- Most compute-intensive still image rendered: 200 servers allocated for rendering it, using our split rendering feature. It was made in VRay for Blender and the resolution was 20,860 x 8,344 pixels. Bonus: a huge number of polygons.
- Max servers allocated simultaneously to a single project: 220. Put those teraflops at work!
- Biggest image rendered: 174,055,840 pixels, or 20,860 x 8,344.
- Cutest animation rendered in 4K: Caminandes (of course!)
- Biggest project rendered in our RenderStreet for Artists program: 24,545 server-hours. That’s 34 months of server time.
Looking back, I’m proud to see that our track record mirrors what we believe in: our users are the most important thing for us, and we always do our best to deliver and meet the tightest deadlines. The one percent improvement in the success rate may pass unnoticed, but it was the result of hard work, both in the customer support area and in the unseen technology side.
And because the things above weren’t possible without you Blenderheads, I want to thank you for trusting us with your work. We have a lot of things planned for this year—we just released the newest tier of our service, the RenderStreet ONE program—and more is yet to come.
P.S. This time, as opposed to last year, nobody was rendering when the clock announced New Year’s midnight. I hope this means you were all partying hard, as you should have : )
Update: If you are interested in the new numbers for 2015 you can find them here: RenderStreet—facts and figures for 2015