Hi, thx for the support ! Well im going to give you a lot of details concerning my setup. Client : Running "E-cycles 2.83.3 RTX", on a RTX 2080 machine with CR 0.2.8 Slave : Running "E-cycles 2.83.8 Cuda", on a GTX 1080TI machine with CR 0.2.8 The Master Scene : Composed of linked scenes and linked assets from Plugins like Botaniq and some appended assets (materials and objects), and some Scattered vegetation from Scatter addon plugin. On my settings all my paths are absolute, not relatives. The Linked Scenes : Use some linked materials. Well after some researches yesterday, i opened each linked scene and i packed libraries and packed external files. Then opened the Master scene and did the same thing. Then my two computers started to sync correctly (no more sync fail) Settings : Master : Optix and no CPU Slave : Cuda and no CPU And specifying 256 tiling size for the two (cause i dont know if I just let it 0, if CR will do this setting automatically) Hitting render : - The Slave start rendering, and finish the job - The Master start rendering but stay at 0%... ------- I supposed maybe that the Master Blender Ecycles RTX Build wasnt supported by CR for some reason. I opened a new Blender in Master that is the same exact build as slave (E-cycles 2.83.8 Cuda)... So my two machines rendered the scenes and finished their jobs. So I managed to make CR works on my two computers. Good ! :) Lets talk about my thaughts, my expectations and the results. I come from 20 years of 3dsmax and then maybe 10 years of vray dont remember exactly when vray started, but ive started using it since the first versions. I always used 3dsmax backburner and the distributed rendering functions of vray. The idea is to have the more quicker results. I discovered Blender and bring it to my pipeline, and finally i put Blender as my first choice for rendering and for everything else and use maybe 3dsmax at only 0.001% only maybe to transfer some assets to blender. After 2 or 3 months of using Blender i discovered E-cycles builds, that are extremely speeding renderings, and now with the latests build there is "Permanent Data" option, so the frames start to render directly after a frame is finished, everything is precalculated by the first frame, and that also speedup rendering. For me using CR will use my own Blender rendering settings, so here it's E-cycles optimised builds in each machine and will add distributed rendering function only, in this case i will use all the power of my all machines and all the extra functions of the rendering optimisations, and CR job would manage two things, number of tiles that each machine will render (balance existing function in CR) and stitching the generated tiles from each machine. But the CR idea is different i guess, so CR finally try to mimic a rendering engine by itself, by taking into account the most important settings known in Blender and make a rendering using the distributed rendering function. The results : Using E-cycles only for this scene : Master : 20 sec per frame Slave : 38 sec per frame And no extra time in precalculating the scene for each frame after the first rendered frame in each machine cause of "Permanent Data option" So in 58 sec i have 2 finished frames Using E-cycles + CR : Master : for 50% of one frame 2 min Slave : for 50% of one frame 2min 40 sec Plus extra time for taking the part from the slave and saving the file. So at the end each frame is finished completely at nearby 5min. -------- Im saying that, so you can try to see if there any new strategy you can develop. Maybe cooperation with Mathieu, who is making Ecycles. I dont know. But im going to Continue testing CR. I wish you all luck and will stay tuned for all the upcoming releases.