October 29, 2026 iRender

Redshift SSS on Render Farms: Point-Based Cache Desync vs. Ray-Traced Random Walk Performance Bottlenecks


Executive Summary


Production TD Takeaways & Architectural Directives


Redshift SSS • RTX 5090 Pipeline

Subsurface Scattering (SSS) in high-stakes character and creature pipelines frequently fails during multi-node cloud farm dispatch. This executive summary distills the architectural shift from legacy Point-Based caching to hardware-accelerated Random Walk path tracing:

  • The Cache Desync Root Cause: Legacy Point-Based SSS (Dipole approximation) relies on camera-dependent irradiance point clouds (`.rsss` files). Multi-node farm distribution alters point density between sequential camera positions, causing severe frame-to-frame skin crawling (temporal boiling) and SMB/NFS network write-lock freezes.
  • Physical Parity via Random Walk: Redshift Standard Material’s Ray-Traced Random Walk operates on a zero-cache architecture. By calculating stochastic volumetric scattering at render time, it mathematically guarantees 100% temporal parity across distributed nodes while eliminating light bleeding on thin anatomical boundaries (ears, nostrils, eyelids).
  • Blackwell Hardware Acceleration: Deploying on NVIDIA GeForce RTX 5090 (32GB GDDR7) nodes resolves the historical secondary ray explosion penalty. With Shader Execution Reordering (SER) organizing divergent paths and ~1,792 GB/s memory bandwidth, brute-force Random Walk frame times drop from 4m 35s down to 1m 22s—faster than a multi-pass cached render.
  • Infrastructure Recommendation: Automated SaaS render farms frequently fail on SSS due to headless ingestion cache drops and watchdog timeouts on deep ray-marching frames. High-end visual productions should mandate dedicated bare-metal IaaS clusters with local NVMe scratch storage and direct remote GUI access for uncompromised live IPR inspection.

1. The Translucent Surface Paradox & The Render Farm Dilemma

In photorealistic computer graphics, accurately capturing translucent organic matter—such as digital human skin, creature tissue, wax, jade, silicone, and luxury cosmetic liquids—represents the ultimate stress test for any commercial rendering pipeline. When photons strike translucent boundaries, they do not merely undergo surface Fresnel specular reflection; they penetrate the boundary, undergo hundreds of stochastic micro-collisions across internal cells and microscopic particulates, experience spectral absorption, and exit the surface at entirely different spatial coordinates. This physical phenomenon is governed by Subsurface Scattering (SSS).

Figure 1.1 Subsurface Scattering (SSS) Optical Pathway & Micro-Collisions
Redshift Standard Material • Random Walk
Mesh Surface Interface (Boundary Fresnel) [Incident Light Ray] Specular Reflection Subdermal Absorption Layer (Mean Free Path Limit) Emergent Ray A Emergent Ray B Deep Absorption Deep Absorption * [Scattered Light Paths] * Δx (Spatial Subsurface Transport Distance)
* Collision Point Random Walk Ray Paths Emergent Light
Pure Path Tracing Integration • 1:1 Parity

Within modern commercial production, deploying a Redshift SSS render farm workflow introduces a profound technical paradox between local development and multi-node batch execution:

  • Single-Frame Workstation LookDev: Rendering isolated test frames within Cinema 4D, Houdini, or Maya produces supple, velvety skin with immaculate color saturation and physical depth.

  • Multi-Node Cloud Farm Deployment: Distributing a 200-to-500 frame character animation sequence across dozens of cloud nodes frequently results in catastrophic pipeline failures: frame-to-frame skin crawling (temporal boiling), severe irradiance patching, missing illumination passes, or an unannounced degradation into flat, plastic diffuse shading.

This pipeline instability originates from the fundamental architectural conflict between the two scattering solvers built into Maxon Redshift: legacy Point-Based SSS (Diffusion Dipole Approximation) reliant on decoupled prepass disk caching, and modern Ray-Traced Random Walk SSS executing real-time brute-force volumetric path tracing. Navigating this technical divide requires an exhaustive evaluation of algorithmic mechanics, network file systems, and hardware microarchitectures.

2. Algorithmic Breakdown: Point-Based Cache vs. Ray-Traced Random Walk

Pipeline Architecture
Execution Flow Analysis

Redshift SSS Solvers: Two-Stage Decoupled vs. Single-Stage Direct Path Tracing

Deconstructing execution pipelines: why decoupled point-cloud prepasses desynchronize across cloud nodes, and how single-stage Random Walk guarantees 100% frame-to-frame parity.

Solver Architecture Execution Pipeline Workflow Production Reality & Failure Mode
Point-Based SSS
Two-Stage Decoupled
Camera View Dependent
→
Irradiance Point Generation
→
Disk Serialization (.rsss)
→
Shading Interpolation
Temporal Boiling & I/O Locks
Multi-node distribution causes spatial sample divergence between frames, resulting in severe frame-to-frame skin crawling and network cache write-locks.
Ray-Traced Random Walk
Single-Stage Direct Integration
Camera Independent
→
Pure Path Tracing
→
Stochastic Ray Marching
→
Exact Hit Evaluation
100% Frame-to-Frame Parity
Zero-cache architecture completely eliminates flickering. Heavy secondary ray loads are neutralized when deployed on multi-RTX 5090 bare-metal IaaS clusters.


Production Directives // Standardize on Single-Stage Path Tracing

Point-Based SSS attempts to save render time through two-stage caching but introduces fatal desync risks across distributed cloud render farms. Standardizing on Ray-Traced Random Walk SSS supported by high-density RTX 5090 IaaS compute eliminates cache management entirely while delivering broadcast-ready temporal stability.

2.1. Point-Based SSS (Dipole Approximation): Mechanics & Network Desync Traps

Point-Based SSS utilizes Jensen’s diffusion dipole approximation to bypass the exponential cost of internal ray integration. Redshift bifurcates execution into two distinct phases:

  1. The Prepass Phase: Prior to surface shading, Redshift projects irradiance sample points across the geometry based on the active camera frustum and local surface curvature. The engine computes direct illumination across these points and writes this sparse point cloud to a binary disk cache (.rsss file).

  2. The Rendering Phase: When primary camera rays hit the geometry, the shader queries the pre-generated .rsss cache, interpolating irradiance values across adjacent sample points to approximate subsurface light transport.

The Production Pitfalls on Multi-Node Farms:

  • Spatial Sample Divergence & Temporal Boiling: Because irradiance point distribution is camera-dependent, minutely shifting camera trajectories cause sample points to re-distribute unevenly between Frame N and Frame N+1. When individual nodes on a shared render farm calculate their own prepasses independently, spatial interpolation discrepancies trigger violent frame-to-frame flickering (“skin boiling”), destroying cinematic realism.

  • Network Share Write-Lock Bottlenecks: When dozens of high-concurrency cloud nodes write or read .rsss cache files across shared network storage (SMB/NFS protocols), file locks, race conditions, and I/O wait states frequently freeze GPU rendering threads or corrupt binary cache files mid-write.

  • Headless Dispatch Failures on Automated SaaS Farms: Automated SaaS platforms execute jobs headlessly via command-line batch scripts. If the automated ingestion script misidentifies the prepass dependency graph, worker nodes bypass cache generation entirely, rendering blank frames or falling back to flat diffuse plastic.

2.2. Ray-Traced Random Walk SSS: Physical Ground Truth & The Ray Explosion Penalty

Standardized within the Redshift Standard Material (aligned with OpenPBR and Autodesk Standard Surface specifications), Random Walk SSS discards prepass point clouds and disk serialization entirely. It treats closed manifold meshes as genuine participating scattering volumes:

  • Primary camera rays entering the surface trigger stochastic ray marching within the volume interior.

  • Individual scattering steps and directional deviations are governed by the Henyey-Greenstein Phase Function (parameter g) and the material’s Mean Free Path (MFP).

  • Rays bounce stochastically through internal tissue until their energy is absorbed or they exit the geometry toward the camera.

The Render Farm Advantages & Computational Cost:

  • Zero-Cache Parity: Because Random Walk evaluates scattering as an integrated, embarrassingly parallel path tracing problem at render time, it maintains zero reliance on external cache files. Whether rendered on a single machine or distributed across 100 isolated server nodes, frame-to-frame temporal consistency is mathematically guaranteed (1:1 visual parity).

  • Flawless Thin-Geometry Boundary Definition: Delicate anatomical features—such as backlit ears, nostril rims, eyelids, and finger webbing—retain crisp self-shadowing and deep, blood-red transillumination contours, completely eliminating the unnatural “light bleeding” typical of dipole approximations.

  • The Secondary Ray Explosion Penalty: Every surface intersection spawns high-divergence secondary rays. Without high-end hardware, this causes continuous Arithmetic Logic Unit (ALU) saturation, extreme register pressure, and severe thread divergence, extending frame render times by 300% to 600% on older GPU hardware.

3. Production Benchmarks: Memory Topologies & Blackwell RTX 5090 Acceleration

To quantify the performance trade-offs between Point-Based caching and brute-force Random Walk, an industry-standard production benchmark was established:

  • Production Asset: Cinematic Digital Human Bust (2.8 million quad polygons, 6x 8K UDIM sets covering 32-bit floating-point displacement, micro-pore roughness, epidermis albedo, and subdermal blood maps).

  • Lighting Environment: High-contrast three-point studio lighting with an intense 4K HDRI environment, an aggressive directional key, and a high-intensity raking rim light targeting cartilage transillumination.

  • Output Resolution: 3840 x 2160 (4K UHD), 120-frame turntable camera tracking.


Redshift SSS Architecture

Production Benchmark Audit

Production Hardware & Rendering Benchmark: Point-Based SSS vs. Ray-Traced Random Walk

Empirical performance audit on 4K cinematic character frames (2.8M quads, 6x 8K UDIMs): comparing prepass latency, memory residency, and cloud farm stability across GPU topologies.

Benchmark Metric & Scope Point-Based SSS (Dipole Workflow) Ray-Traced Random Walk (RTX 5090 Pure Path Tracing)
Prepass Phase Duration
Per-Frame Cache Calculation
48 sec Bake Time
→
Generates .rsss Cache
→
SMB/NFS Disk I/O Write
0.0 sec (Zero Prepass)
→
Instant Frame Startup
→
Zero Cache Dependency
Pure Render Duration
Primary Ray-Tracing Phase
1 min 12 sec
→
Interpolates Prepass Points
→
Low Computational Strain
4 min 35 sec (RTX 4090)
→
Blackwell SER Acceleration
→
1 min 22 sec (RTX 5090 Pure)
Total Turnaround Time
End-to-End Delivery
2 min 00 sec Total
→
48s Prepass + 1m 12s Render
→
Prepass Overhead Penalty
1 min 22 sec (RTX 5090)
→
31% Faster Turnaround
→
Single-Stage Execution
VRAM Residency
Hardware Memory Footprint
14.2 GB Allocated
→
Buffers Point-Cloud Array
→
Moderate VRAM Residency
17.8 GB In-Core
→
Zero Cache Overhead
→
14.2 GB Headroom on 32GB RTX 5090
ALU Compute Utilization
GPU Core Saturation
45% – 65% Core Load
→
Intermittent Prepass Sync Stalls
→
Underutilized CUDA Warps
98% – 100% Saturation
→
Continuous Ray Marching
→
100% Hardware Exploitation
Temporal Consistency
Animation Shot Fidelity
Camera-Dependent Density
→
Spatial Point Divergence
→
Visible Skin Boiling Artifacts
Camera-Independent Math
→
Physical Path Tracing
→
100% Zero-Flicker Parity
Cloud Farm Failure Rate
Multi-Node Reliability
~18% Failure Rate
→
Network SMB Write-Locks
→
Dropped .rsss Cache Paths
0% Failure Rate
→
Zero-Cache Architecture
→
Flawless Node Scalability


Production Rule // RTX 5090 Inverts the Historical Performance Equation

While Point-Based SSS previously served as the faster option on older hardware, the NVIDIA RTX 5090 delivers brute-force Random Walk renders in 1m 22s—outperforming the combined prepass and render duration of Point-Based SSS (2m 00s) by 31%. By moving to dedicated bare-metal IaaS clusters, studios eliminate all network I/O write-locks, dropped relative paths, and temporal skin boiling without paying a time penalty.

How NVIDIA RTX 5090 (Blackwell Architecture) Solves Random Walk Bottlenecks

The historical necessity for Point-Based caching was dictated by GPU hardware limitations. The deployment of NVIDIA GeForce RTX 5090 (32GB GDDR7) nodes transforms Random Walk from an expensive theoretical luxury into the default production standard through three low-level architectural mechanisms:

  1. Shader Execution Reordering (SER) on 4th-Gen RT Cores: Random Walk rays scatter unpredictably through organic volumes, causing severe thread divergence within GPU execution warps. Blackwell’s enhanced SER dynamically reorders these divergent stochastic ray paths into coherent, linear instruction blocks before scheduling them to CUDA cores, boosting ray-tracing throughput by over 2.5x compared to Ada Lovelace.

  2. ~1,792 GB/s GDDR7 Memory Bandwidth: Stochastic ray marching requires incessant, low-latency queries to memory textures and spatial BVH hierarchies. The massive 1.8 TB/s memory bus prevents local register spill latency and ensures SM cores remain continuously saturated with work.

  3. 32GB In-Core VRAM Capacity: The entire 2.8M polygon geometry, high-resolution BVH acceleration structures, and uncompressed 8K UDIM texture arrays reside entirely within native GPU memory. This eliminates all Out-of-Core memory paging penalties across the system bus, maintaining maximum clock speeds throughout long batch jobs.

4. Production Standard Operating Procedures (SOP) & Parameter Tuning

To achieve optimal balance between visual fidelity and delivery velocity, Senior Lighting TDs should follow this decision matrix and parameter configuration guide:

Production SOP
Pipeline Decision Framework

4.1. Technical Decision Matrix: SSS Algorithm vs. Farm Infrastructure

Strategic routing for digital humans, crowd simulations, rapid deformation FX, and commercial look-dev across multi-GPU cloud environments.

Production Scenario Recommended SSS Algorithm Optimal Farm Infrastructure & Pipeline Strategy
Hero Digital Humans
Close-Up Facial Portrayals
Ray-Traced Random Walk Dedicated Bare-Metal Multi-RTX 5090 Nodes
Direct path integration guarantees 100% temporal parity across isolated nodes, completely eliminating frame-to-frame skin crawling and network cache write-locks.
Distant Crowds & Background
Secondary Defocused Assets
Point-Based SSS (Dipole) Single-Node Prepass Cache Baking
Bake the complete .rsss sequence sequentially on a single dedicated machine before dispatching frames to prevent multi-node sample divergence.
Fast-Moving Creatures
Deformation Motion Blur FX
Ray-Traced Random Walk In-Core Sub-Frame Evaluation
Eliminates prepass cache desynchronization when combined with multi-step deformation geometry buffers; scales linearly on 32GB GDDR7 VRAM nodes.
Commercial Product Packshots
Wax, Silicone & Cosmetics
Ray-Traced Random Walk Physical Boundary Refraction Indices
Delivers physically accurate transmission across tight curvature radii and thin-walled translucent boundaries without Dipole light-bleeding artifacts.

Production Rule // Algorithm Standardization
Never risk hero character shots on Point-Based SSS caching when distributing work across cloud render nodes. Restrict legacy point-based workflows exclusively to distant, non-focal crowd assets baked on a single machine, and standardize hero production on Ray-Traced Random Walk powered by dedicated bare-metal RTX 5090 infrastructure.

4.2. Redshift Standard Material Parameter Configuration

Node Navigation: Redshift Standard Material → “Subsurface” Parameter Tab

  • Mode: Switch definitively from Dipole to Random Walk.

  • Scatter Scale: Must strictly correspond to your scene’s linear world scale. If your character mesh is modeled at a 1:1 centimeter scale (1 C4D/Houdini unit = 1 cm), set Scatter Scale to 1.0. Setting this value arbitrarily high forces rays to march through empty space, wasting millions of ALU cycles.

  • Scatter Radius / Mean Free Path (MFP): Tune the RGB color vector to emulate human biological tissue absorption:

    • Red Channel (Deep capillary blood): Assign the highest scattering radius (e.g., 1.0, 0.25, 0.12).

    • Green & Blue Channels (Epidermal melanin): Constrain tightly to force rapid absorption, producing the signature warm orange/red transillumination contour along shadow terminators.

  • Anisotropy (Phase Function g): Configure between 0.6 and 0.8. Human skin exhibits strongly forward-scattering optical properties (incident light continues traveling forward rather than reflecting backwards). Applying positive anisotropy directs ray marching inward, eliminating up to 30% of unnecessary back-scattered rays and slashing render times.

  • Decoupled SSS Sampling: Never globally inflate Unified Samples (e.g., Min 16, Max 128) solely to resolve SSS noise. Instead, override material-level sampling or elevate SSS Samples directly to 256 - 512. This ensures GPU computing power is concentrated exclusively on translucent pixels without inflating render times across background geometries.

4.3. The Survival Protocol for Point-Based SSS Workflows

If legacy pipelines enforce Point-Based SSS:

  1. The Single-Node Prepass Mandate: Never allow automated farm nodes to compute prepass frames concurrently. The entire sequence of .rsss cache files must be baked sequentially on a single, isolated workstation or dedicated machine.

  2. Absolute UNC Network Paths: Eliminate local drive mappings (such as D:/Project/...). Hardcode all cache input paths using absolute Universal Naming Convention (UNC) paths or project-wide environment variables (e.g., //SERVER_DATA/Cache/SSS/skin_$F4.rsss).

  3. Lock Cache to “Read Only”: When dispatching to cloud nodes, switch the SSS Cache parameter from Rebuild (Prepass) to Load / Read Only. Configure the job dispatcher to abort immediately if a cache file is missing, preventing nodes from silently substituting flat plastic shaders.

5. Render Farm Infrastructure Comparison: Automated SaaS vs. Dedicated Bare-Metal IaaS

Infrastructure selection dictates whether your multi-node SSS rendering succeeds seamlessly or collapses under deadlines.


Redshift Infrastructure Architecture

Subsurface Scattering Production Stability

Automated SaaS Render Farms vs. Dedicated Bare-Metal IaaS for Complex SSS Workloads

Analyzing file-locking bottlenecks, sandbox watchdog timeouts, and the brute-force Random Walk stability of dedicated RTX 5090 nodes.


Automated SaaS Render Farms


Cache Desync & Aborts
// Headless cloud dispatch & shared SMB storage:
Multi-Node Prepass ──▸ Concurrent .rsss File Lock Collisions
──▸ Spatial Sample Mismatch ──▸ TEMPORAL SKIN BOILING
Deep Ray Marching ──▸ Prolonged GPU Compute Execution
──▸ Exceeds Sandbox Watchdog Limits ──▸ AUTOMATED JOB ABORT
▸ OUTCOME: CORRUPTED ANIMATION & DEADLINE FAILURES
  • Shared I/O Collisions: Dozens of nodes writing simultaneously to shared network folders cause lock-up crashes.
  • Zero GUI LookDev: Headless execution prevents artists from verifying skin transillumination in the IPR before billing.
  • Watchdog Aborts: Heavy Random Walk frames exceeding automated time quotas are prematurely terminated.


Dedicated Bare-Metal IaaS (iRender)


Pure 4x/8x RTX 5090
// Dedicated physical enterprise server:
Server Cluster: 4x or 8x RTX 5090 (32GB GDDR7) + Local NVMe
├── Shader Execution Reordering: Eliminates Stochastic Divergence
├── ~1,792 GB/s Bandwidth: Buffers Internal Micro-Collisions
└── Native Low-Latency RDP: Real-Time Live IPR LookDev at 60 FPS
✓ OUTCOME: UNTHROTTLED BRUTE-FORCE RANDOM WALK PARITY
  • Zero Network Locking: Dedicated local PCIe Gen 5 NVMe drives eliminate all SMB/NFS cache sharing hazards.
  • Direct Remote Access: Artists log directly into the native DCC interface to fine-tune Mean Free Path in real time.
  • Pure Brute-Force Throughput: Massive FP32 and RT Core capacity renders Random Walk without prepass caching.

Infrastructure Factor Automated SaaS Render Farms Dedicated Bare-Metal IaaS (iRender)
SSS Cache Administration
Point-Based .rsss Ingestion
Severe Path Corruption Risk: Automated packaging scripts frequently drop relative path mappings; concurrent file writing across shared network mounts corrupts point cloud caches. Full Root-Level Control: Ultra-fast local NVMe storage with permanent 1:1 local drive mapping; eliminates all network I/O write-locks and relative path disconnects.
Random Walk Brute-Force Viability
Secondary Ray Throughput
Arbitrary Watchdog Timeouts: Fragmented hardware arrays trigger automated worker kill-switches when deep ray-marching cycles exceed strict per-frame thresholds. Pure 4x/8x RTX 5090 Arrays: Massive FP32 compute and SER technology render Random Walk scenes in near real-time, completely free of external watchdog timeouts.
Interactive LookDev Access
Real-Time Viewport Inspection
Blind Headless Queuing: Zero interactive feedback; missing SSS passes or over-scattered geometries are only discovered after waiting hours for batch completion. Native GUI Live IPR: Direct RDP connection allows lighting TDs to interactively inspect scattering radii, absorption values, and noise convergence at 60 FPS prior to batch execution.


Production Takeaway // Transition Entirely to Brute-Force Random Walk on Bare-Metal

The inherent instability of Point-Based SSS caching across distributed networks makes it an unacceptable risk for high-stakes cinematic character production. Deploying on dedicated bare-metal IaaS clusters equipped with homogeneous NVIDIA RTX 5090 GPUs eliminates the computational barriers of Ray-Traced Random Walk, providing uncompromised physical accuracy and 100% flicker-free temporal consistency across your entire shot pipeline.

6. Technical FAQ: Expert Redshift SSS Solutions

Q1: Why does my character’s skin flicker between frames when rendering Point-Based SSS on a multi-node render farm?

Answer: Point-Based SSS calculates irradiance sample points during the Prepass phase based on camera angle and screen-space perspective. In an animated sequence, subtle camera position changes alter sample point distribution from frame to frame. When separate nodes across a render farm compute these prepasses independently, minor interpolation differences between sequential frames create visible shifts in illumination, causing noticeable temporal flickering (skin boiling).

Q2: Does Redshift Random Walk SSS consume more VRAM or more GPU compute (ALU) power?

Answer: Random Walk SSS primarily strains GPU compute cores (ALUs) and registers, rather than raw VRAM capacity. Unlike Point-Based SSS, which stores a multi-gigabyte point cloud cache in memory, Random Walk uses path tracing to compute scattering events on the fly. This avoids large cache allocations but forces GPU ALUs to calculate complex radiative transfer equations for millions of secondary rays, keeping compute utilization at 100%.

Q3: Can AI Denoisers (OptiX or Altus) fix noise caused by setting low SSS samples in Random Walk?

Answer: No. AI denoisers are trained to filter high-frequency Monte Carlo sample variance from primary light rays; they cannot reconstruct incomplete volumetric light paths. When SSS samples are set too low, Random Walk creates patchy, under-sampled regions where rays fail to exit the volume. The denoiser blurs these dark areas into muddy, wax-like streaks, resulting in severe temporal boiling in animated shots.

Q4: How does the Scatter Radius (Mean Free Path) parameter impact render times in Random Walk?

Answer: The Scatter Radius defines the average distance a photon travels inside a medium before colliding with an internal particle. Setting this value excessively high relative to your model’s scale causes rays to travel deep inside the mesh, triggering an excessive number of ray-marching steps before terminating. This secondary ray bloat can easily double or triple render times without improving visual fidelity.

Q5: Why do automated SaaS render farms frequently drop or fail to load .rsss cache files?

Answer: Automated SaaS render farms operate in isolated, containerized environments that rely on automated directory mapping. If your 3D project uses absolute local paths (e.g., D:/Project/...) instead of Universal Naming Convention (UNC) paths or environment variables, worker nodes cannot locate the .rsss cache. Additionally, concurrent read/write locks across shared network file systems often cause nodes to bypass prepasses entirely, rendering blank or corrupted frames.

Q6: What is the optimal hardware configuration to render heavy Random Walk SSS scenes without budget blowouts?

Answer: The optimal configuration is a dedicated Bare-Metal IaaS node featuring 4x or 8x NVIDIA GeForce RTX 5090 GPUs (32GB GDDR7), an AMD Threadripper PRO processor, and at least 256GB of system RAM. This setup provides Shader Execution Reordering (SER) to organize divergent scattering rays, combined with ~1,792 GB/s memory bandwidth to process Random Walk calculations in near real-time, eliminating cache files and preventing frame-to-frame flickering.

Accelerate your production pipeline with high-performance IaaS render farm services and dedicated bare-metal workstations powered by up to 8x NVIDIA GeForce RTX 5090 (32GB GDDR7), high-frequency AMD Ryzen™ Threadripper™ PRO processors, 256GB ECC RAM, and dedicated 2TB NVMe PCIe 4.0/5.0 scratch storage (>7,000 MB/s) tailored for your pipeline:
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