Hi @rthaker. I was able to check the webpage you linked. I tested through the application itself. I was not able to reach realtime (>40fps) performances (unless I skip rendering steps, disable shadows, highly reduce image sizes, or other similar tricks). However, my guess is that this is more related the presence of animated objects/meshes in the scene. Indeed, letting physics in the GPU (disabled by default apparently) helped.
I might have time to explore with the reflection parameters of the materials. However, I don’t think it’ll help much.
Later, I’ll try also manually stepping and rendering. However, that for me has the problem that there is no “blocking” rendering call, i.e. a thing that I can call .render() and the full rendering happens (e.g. all the 64 spp, or the full rendering for RTX based on FPS).