I noticed that when rendering volume scatter in Cycles with GPU you get worse results than when you render it with CPU. Is that a known bug or limitation? Or can this discrepancy be dealt with somehow?
Here is a split image of a volume scattered background and its node setup comparing CPU on the left to GPU on the right. The only thing I changed was the render engine from CPU to GPU and the tile size from 16 to 128. The samples in both renderings are set to 2048.
Windows 7
GTX 670
Blender 2.75 (I noticed the same in, I think, 2.73 and 2.74 as well as the 2.76 test version)
One thing to check. I have just rendered with CPU using the latest version of blender and I noticed that when rendering using CPU - there is a “pattern” option on the sampling section of the render tab.
This was set to “Correlated multi-jittered”. When I rendered using GPU however this option disappeared - which means you’ll be rendering using “Sobol” pattern. You can activate “Correlated Multi-Jittered” for GPU - but it is an experimental feature.
I did this and the results for CPU and GPU appear identical. Here are three renders: