
iRender vs Super Renders Farm: A 2026 Side-by-Side Comparison
개요
Introduction
If you've been pricing cloud render farms for a 2026 GPU project — Redshift, Octane, V-Ray GPU, or Blender Cycles on 4K scenes — iRender and Super Renders Farm almost always come up side by side. Both operate out of Vietnam, both are aggressive on GPU pricing, and both publish their rates openly. But the two services solve the rendering problem in very different ways, and the right fit usually depends less on sticker price and more on how much of the render pipeline you actually want to run yourself.
We've been operating Super Renders Farm since 2010 (legal entity 2017), and iRender has been a visible competitor the whole time. We've had clients come to us after running into RDP-workflow fatigue on iRender, and we've had clients leave for iRender when they wanted more direct control over the rendering environment. Neither is a universally better option — they're built for different kinds of users.
Everything in this comparison is sourced from each company's public pricing and documentation pages as of April 2026. Pricing — especially iRender's GPU rates and deposit bonuses — changes frequently, so check the live pages before committing to a project. For broader context on how cloud farm pricing actually works, our render farm pricing models guide covers the main billing units and why two farms can quote wildly different numbers for the same job.
At-a-Glance Comparison
| Dimension | iRender | Super Renders Farm |
|---|---|---|
| Headquarters | Hanoi, Vietnam (+ Singapore data center) | United States (Santa Ana, CA) |
| Team operating since | Founded June 2019 | 2010 (team), 2017 (legal entity) |
| Service model | IaaS — self-serve GPU machine rental over RDP | Fully managed render farm (no RDP, scene submit workflow) |
| CPU rendering (dedicated CPU nodes) | Not offered as a separate service — CPU rendering runs on rented GPU machines | $0.004 per GHz-hour on dedicated CPU nodes (20,000+ cores) |
| GPU hardware (current fleet) | NVIDIA RTX 4090, 24 GB VRAM per card, 2 / 4 / 6 / 8 cards per machine | NVIDIA RTX 5090, 32 GB VRAM per card |
| Baseline GPU rate | $15/hour (2× RTX 4090 machine) → $52/hour (8× RTX 4090 machine) | ~$0.003 per OctaneBench-hour (≈ $3.15–$3.30/hour per RTX 5090 card at typical OB ~1,050–1,100) |
| Machine types | Fixed configurations (4S, 5S, 8S, 9S) with 2/4/6/8 RTX 4090 | Per-job allocation across managed RTX 5090 fleet |
| Free signup credit / first deposit bonus | 100% first-charge bonus within 24 hours of signup | $25 credit, credits never expire |
| Volume / deposit discounts | 0% at $50 → 25% at $5,000+ cumulative deposit | 5% at 100 credits → 30% at 10,000 credits |
| Time-based discounts | 6% (3-hour) / 8% (6-hour) / 10% (daily) / 20% (weekly) | Not offered — per-job billing by render minutes |
| Render engine licenses | User installs & licenses own software on rented machine | V-Ray, Corona, Arnold, Redshift, Octane, Cycles licenses included |
| Supported DCCs | Any software the user installs on the machine (Cinema 4D, Blender, Houdini, Maya, 3ds Max, Unreal Engine, Lumion, D5 Render, Twinmotion, KeyShot, etc.) | 3ds Max, Maya, Cinema 4D, Blender, Houdini, After Effects, NukeX |
| Workflow differentiator | User controls full environment via RDP session | Operators validate scene, configure renderer, run job |
| Published partnerships and recognition | Industry awards (Vietnam ICT Top 10, Sao Khue, Stevie IBA); no software vendor partnerships listed | Chaos (V-Ray / Corona), Maxon (Cinema 4D / Redshift / Red Giant), AXYZ design (Anima) |
| Support channels | 24/7 elite support (hotline, Skype, email) | Live chat + email (proactive monitoring during active jobs) |
| Primary client regions | Asia-Pacific concentration, global reach | Americas + EU concentration, global reach |
Two caveats worth flagging before the deep dive.
First, iRender and Super Renders Farm are not the same kind of product. iRender is an IaaS (Infrastructure-as-a-Service) provider — you rent a whole GPU machine by the hour, connect over Remote Desktop Protocol, install your own software, and drive the render session yourself. Super Renders Farm is a fully managed render farm — you upload a scene to a dashboard and our team takes it from there. Comparing them on sticker price alone misses the point; the services include different amounts of work.
Second, iRender's pricing is billed per whole machine, including idle time while you're configuring the scene, installing plugins, or troubleshooting. Super Renders Farm's GPU billing is measured in render compute (OctaneBench-hours), so you pay for what actually renders, not for the setup time around it. Both models have rational use cases — they just produce very different total bills on the same job.
Pricing Deep Dive
This is the core of the comparison, and the section most readers skim straight to. We'll try to be precise about what each rate covers, since that's where the real cost difference lives.
iRender's pricing is simple on the surface. Machines are rented by the hour on a pay-as-you-go basis, billed per minute after the first hour. The four current GPU configurations:
- GPU SERVER 4S — 2× RTX 4090 (24 GB VRAM per card), AMD Threadripper PRO 3955WX, 256 GB RAM, 2 TB NVMe — $15/hour
- GPU SERVER 5S — 4× RTX 4090 (24 GB per card), AMD Threadripper PRO 5975WX, 256 GB RAM, 2 TB NVMe — $30/hour
- GPU SERVER 8S — 6× RTX 4090 (24 GB per card), same CPU/RAM/storage — $42/hour
- GPU SERVER 9S — 8× RTX 4090 (24 GB per card), same CPU/RAM/storage — $52/hour
Note on multi-GPU VRAM: production GPU renderers (Redshift, Octane, V-Ray GPU) replicate the scene across each card rather than pooling VRAM. On all four tiers, the per-frame VRAM ceiling is 24 GB — the extra cards add rendering throughput (more frames in parallel, or faster per-frame distribution), not extra per-frame memory.
On top of the baseline hourly rate, iRender layers two discount structures. Cumulative deposits unlock a recharge bonus: 5% at $230, 10% at $575, 15% at $1,500, 20% at $3,000, and 25% at $5,000 or more. Time-based rental commitments give an additional 6% (3-hour block), 8% (6-hour), 10% (daily), or 20% (weekly) discount. New accounts also get a 100% first-charge bonus within the first 24 hours, which is one of the more aggressive onboarding offers in the category.
Super Renders Farm uses a different model. CPU rendering is billed at $0.004 per GHz-hour on dedicated CPU nodes. GPU rendering is billed at ~$0.003 per OctaneBench-hour on the RTX 5090 fleet. The RTX 5090 scores roughly 1,050–1,100 OB depending on driver and scene, which works out to approximately $3.15–$3.30 per card-hour of actual render time. Render credits are purchased at 1 credit = $1 USD, don't expire, and volume discounts scale from 5% at 100 credits up to 30% at 10,000 credits. All render engine licenses (V-Ray, Corona, Arnold, Redshift, Octane, Cycles) are included — no per-software surcharge. Memory up to 256 GB per node is available without a separate RAM charge.

iRender four-tier GPU machine pricing from $15/hour (2× RTX 4090) to $52/hour (8× RTX 4090) versus Super Renders Farm per-OctaneBench-hour billing on RTX 5090 fleet with volume credits from 5 percent at 100 credits to 30 percent at 10,000 credits
Which one ends up cheaper? The honest answer is: it depends heavily on what fraction of the rented time is actually spent rendering.
Consider a one-frame Redshift test. On an iRender 5S (4× RTX 4090 at $30/hour), a client who opens RDP, launches Cinema 4D, tweaks materials, re-saves the scene, and starts the render is paying for the whole session — not just the render itself. Total billed time depends on how prepared the scene is: experienced users with a reusable machine image can be rendering within minutes, while fresh sessions that need plugin reinstalls or scene adjustments run longer. On Super Renders Farm, that same test submits through a web dashboard, operators validate the scene, and billing only counts the minutes that the render actually runs — typically a small multiple of the raw render time on an equivalent class of GPU.
For batch animation jobs, the gap narrows. A user who submits a 500-frame Redshift animation on iRender and walks away will use close to 100% of the rented hour on rendering, making the per-machine rate competitive. For hero-frame archviz or lookdev iteration, where the user is actively tweaking between renders, the managed model is usually much cheaper because setup and iteration time isn't billed.
For a frame-by-frame cost breakdown across project types and farms, see our cost per frame guide and the broader cost per frame breakdown for 2026, which normalizes across the main farms including iRender, Fox, GarageFarm, RebusFarm, and Ranch.
Hidden-cost checklist — worth verifying on either farm before budgeting:
| Cost factor | iRender | Super Renders Farm |
|---|---|---|
| Software licenses (V-Ray, Redshift, Octane, etc.) | User brings own license or uses free tier | Included in render rate |
| RAM upgrades beyond baseline | Not applicable — 256 GB standard on all tiers | Included up to 256 GB per node |
| Storage egress / download | Included | Included |
| Setup time before render | Billed (machine is rented) | Not billed (only render minutes count) |
| Machine idle time during scene load | Billed | Not applicable |
| Priority / rush surcharges | Not applicable (user controls scheduling) | 1.5× standard, 2–3× rush |
The practical takeaway: iRender tends to be cheaper when a user can saturate the rented machine with active rendering and has existing software licenses to bring. Super Renders Farm tends to be cheaper when the workflow involves scene setup, plugin troubleshooting, and iteration time that would otherwise be billed on an IaaS clock.
GPU Hardware: RTX 4090 vs RTX 5090
GPU hardware is the main area where the two farms diverge on what's publicly documented.
iRender's current fleet runs on NVIDIA RTX 4090 cards with 24 GB VRAM each. The card count per machine scales from 2 (on 4S) up to 8 (on 9S), which is the main lever for matching hardware to a multi-GPU render like Redshift or Octane. iRender's positioning as a multi-GPU IaaS is genuinely useful for workflows where one user wants to saturate 4–8 cards simultaneously on a single rented box. For single-GPU workflows, the same user can rent the smaller 4S tier.
Super Renders Farm runs a GPU fleet of NVIDIA RTX 5090 cards with 32 GB VRAM each. The 5090's 32 GB headroom is meaningful for archviz with 8K textures, VFX scenes with heavy volumetrics, and any production where a 24 GB VRAM ceiling has been forcing out-of-core fallbacks. Because the farm is managed rather than single-tenant, users don't rent a fixed number of cards — jobs are scheduled across the fleet based on priority tier and the scene's actual GPU needs.
Which matters more — card count or card VRAM? It depends on the pipeline. A Redshift artist rendering a scene that fits comfortably in 20 GB will see better wall-clock performance on 8× RTX 4090 (iRender 9S) than on fewer RTX 5090s, because Redshift scales almost linearly with GPU count. A V-Ray GPU or Octane user rendering a 4K archviz interior with heavy textures may hit the 24 GB VRAM wall on an RTX 4090 and see the scene either fail or fall back to slower CPU paths — in which case the RTX 5090's 32 GB is a meaningful safety margin. As a rough rule: count matters more for animation throughput, VRAM matters more for single-frame hero shots.
Both farms support the mainstream GPU renderers: Redshift, Octane, V-Ray GPU, Blender Cycles (CUDA/OptiX), Arnold GPU, and newer entries like NVIDIA Iray. For hybrid pipelines that mix CPU-first and GPU-first workloads, Super Renders Farm's separate CPU fleet (20,000+ Xeon cores) handles the CPU side of the job; iRender users rendering CPU-heavy scenes would typically do it on the rented GPU machine's Threadripper (a reasonable but not always optimal fit for production-scale CPU animation).
Workflow: Self-Serve RDP vs Fully Managed
This is the single biggest operational difference between the two services — and the one that usually decides which fits a given team.
iRender's model is self-serve IaaS over Remote Desktop Protocol. After topping up credits, a user launches a machine from the iRender web portal, receives an RDP file with login credentials, and opens a remote Windows or Ubuntu desktop. From there, it's effectively a blank remote workstation: install 3ds Max, Blender, Cinema 4D, Houdini, or whatever DCC the project uses; install the render engine and any plugins; copy the scene up via the portal's file transfer tool (which stays available even when the machine is shut down); configure output paths; and run the render. Work sessions can be saved as a reusable "image" so the software install doesn't need to happen every time.
The RDP model has real upsides. Users get full control over software versions, plugin builds, GPU driver versions, and environment variables. Pipelines that depend on very specific toolchains — niche Blender add-ons, experimental Houdini builds, Unreal Engine's Movie Render Queue, real-time tools like Lumion or D5 Render — often work better when the user can configure the box directly. iRender's support for a wider range of DCCs (including Lumion, Enscape, Twinmotion, KeyShot, Omniverse) is a direct consequence of the IaaS model: if the user can install it, the service can run it.
The trade-off is that the user owns the rendering environment, including the failure modes. Missing textures, mismatched plugin versions, wrong service packs, incorrect license activation, network path issues — all of these are the user's problem to debug, and the clock is running the whole time.
Super Renders Farm's model is fully managed. The user uploads the scene to a Render Dashboard, our operators validate the scene file against the target DCC and render engine, check for missing assets, verify plugin versions, configure the render on the appropriate hardware, monitor progress, and flag issues before they waste hours of render time. Users don't remote desktop into a machine, don't install render licenses, and don't hand-tune submission parameters. Frames appear in the output folder when the job completes. We unpack this model in more detail in our what is a fully managed render farm explainer.

Cloud rendering workflow comparison — iRender self-directed RDP six steps (top-up, launch machine, RDP in, install software, upload and render, download frames) versus Super Renders Farm fully managed four steps (upload, operator validates, renders on farm, download frames)
The managed model eliminates a whole class of common failure modes we see in archviz and motion-design pipelines — missing Forest Pack textures, wrong V-Ray version mismatches, scenes built in a newer Max service pack than the target worker, render element naming collisions. It's slower to feel "in control," but the operator-led workflow is the reason we can quote a per-render-minute rate instead of a per-machine-hour rate.
Neither model is universally better. The right answer depends on the team:
- Choose self-serve RDP (iRender) if your pipeline relies on specific software versions or less-common DCCs, you want full control over the rendering environment, your team has the engineering capacity to debug submission issues, or you're renting multi-GPU machines for batch animation where setup time is small relative to render time.
- Choose fully managed (Super Renders Farm) if you want to submit a scene and walk away, your team doesn't want to maintain render-side infrastructure, your pipeline is built around the mainstream DCCs and engines we support natively, or your workflow involves significant scene iteration where idle-time billing would compound quickly.
Supported DCCs and Render Engines
Because iRender is IaaS, its "supported software" list is more accurately described as "software users commonly install on rented machines" — effectively anything with a Windows or Ubuntu installer. The published list includes 3ds Max, Maya, Cinema 4D, Blender, Houdini, Unreal Engine 4/5, Lumion, Enscape, D5 Render, Twinmotion, KeyShot, Omniverse, Rhinoceros, Modo, SketchUp, and Daz Studio. For render engines: Redshift, Octane, V-Ray GPU, Arnold GPU, Maxwell, NVIDIA Iray, Blender Cycles, Corona, FStorm, LuxCore, RenderMan, and Indigo.
Super Renders Farm supports 3ds Max, Maya, Cinema 4D, Blender, Houdini, After Effects, and NukeX natively, with render engines V-Ray, Corona, Arnold, Redshift, Octane, and Cycles. Because we handle the installation and licensing internally, the published DCC list is narrower than iRender's — it reflects what we actively maintain on the farm, not a superset of what's theoretically installable.
Practical guidance:
- If your pipeline is Lumion, D5, Twinmotion, Enscape, KeyShot, or Unreal (Movie Render Queue) — iRender's self-serve model is a better structural fit; we don't currently support these as managed workflows.
- If your pipeline is 3ds Max + V-Ray, Maya + Arnold, Cinema 4D + Redshift, Blender + Cycles, or Houdini + Mantra — either service works, and the choice comes down to workflow preference and pricing math.
- If your pipeline mixes heavy CPU animation rendering (V-Ray CPU, Corona, Arnold CPU) — Super Renders Farm's 20,000+ CPU cores is a better fit than rendering on iRender's Threadripper-equipped GPU machines.
Trust Signals and Certifications
On the trust-signal side, the published records differ. Super Renders Farm is listed as an authorized V-Ray render partner on the Chaos partner page, a Maxon partner (Cinema 4D / Redshift / Red Giant), and an AXYZ design authorized render partner for Anima. iRender does not currently publish equivalent Chaos or Maxon software-partnership listings, but does hold third-party industry recognition — Vietnam's Top 10 ICT Companies (2021), Sao Khue Awards (2021), and Stevie International Business Awards for IaaS — and sponsors community initiatives such as 3dmodels.org's Renovation Archviz Challenge. These are different kinds of signals than an authorized-render-partner listing, so match the signal type to what matters for your production — software-version certification and license coverage versus general IaaS industry recognition.
For projects with compliance requirements (ISO 27001, TPN accreditation, studio-mandated security frameworks), neither iRender nor Super Renders Farm currently publishes the accreditation detail that pre-release film VFX productions sometimes require. If your production contract specifies a named accreditation, confirm with whichever farm you're evaluating before committing. Both handle NDA-covered work routinely for commercial and archviz projects where contracts don't specifically mandate a named accreditation.
Regional context matters too. Both companies operate out of Vietnam (iRender in Hanoi, Super Renders Farm with Vietnamese engineering roots; legal entity US). Both have global client bases, but iRender's infrastructure is concentrated in Asia-Pacific (Hanoi + Singapore data centers), while Super Renders Farm's client concentration leans Americas + EU. Upload speed and latency can differ meaningfully depending on where your workstation sits.
When to Choose iRender
- Your pipeline relies on software that needs direct install control — Lumion, D5 Render, Enscape, Twinmotion, KeyShot, Unreal Engine Movie Render Queue, or niche Blender/Houdini builds.
- You want RDP-level control over the rendering environment, including GPU driver versions, plugin builds, and environment variables.
- Your workflow is batch animation rendering where setup time is small relative to total render time, so the per-machine-hour billing model is cost-efficient.
- You're running a multi-GPU Redshift, Octane, or V-Ray GPU workload and want to saturate 4–8 RTX 4090 cards on a single rented box.
- You're based in Southeast Asia and want geographic proximity to the iRender infrastructure in Hanoi or Singapore.
- You already own software licenses and want to bring them to the cloud without paying for embedded licensing.
- Your team has the engineering capacity to debug submission issues, missing assets, and license activation on a remote machine.
When to Choose Super Renders Farm
- You want to submit a scene and walk away — fully managed workflow with no RDP, no license setup, no plugin troubleshooting.
- Your GPU scenes regularly push past 24 GB VRAM and you want the 32 GB headroom of the RTX 5090.
- Your project is CPU-heavy (V-Ray CPU, Corona, Arnold CPU for animation) and benefits from a dedicated 20,000+ core CPU fleet.
- Your workflow involves significant scene iteration where idle-time billing on an IaaS clock would compound quickly.
- You're running a Cinema 4D + Redshift pipeline and want explicit Maxon-partner support alongside the Chaos V-Ray authorization.
- You'd rather have operators proactively validate your scene and catch missing textures before the render runs, rather than debug them after the job fails.
- You're based in the Americas or Europe and want US-based data proximity.
FAQ
Q: Which has better pricing — iRender or Super Renders Farm? A: Neither is universally cheaper. iRender's per-machine-hour rate ($15–$52/hour depending on GPU count) can work out to less than Super Renders Farm's per-render-minute rate on long batch animations where the rented machine runs close to 100% utilization. Super Renders Farm is usually cheaper for workflows with significant scene-setup, iteration, or plugin-troubleshooting time, because that idle time isn't billed. Use each farm's cost calculator with your actual scene data before committing.
Q: Do I need RDP access to use a render farm? A: No — and it's worth understanding why. iRender's model requires RDP because you're renting a whole GPU machine and driving the render session yourself. Super Renders Farm's fully managed model doesn't use RDP at all; scenes are submitted through a web dashboard and operators handle the machine side. If you specifically need remote-desktop control over the rendering environment, iRender (or another IaaS provider) is the right category; if you'd rather not manage machines at all, managed farms are a better fit.
Q: Which render farm is Vietnam-based? A: Both have Vietnamese engineering roots. iRender is headquartered in Hanoi with a Singapore data center. Super Renders Farm is registered in the United States (Santa Ana, CA) with a legal entity formed in 2017, though the team has been operating since 2010 and includes Vietnamese engineering staff. If geographic proximity to Southeast Asia matters for upload speed, iRender's infrastructure is closer; for Americas/EU client bases, Super Renders Farm is usually a better match.
Q: Does iRender support Cinema 4D and Redshift? A: Yes — iRender supports Cinema 4D and Redshift through its IaaS model, where the user installs Cinema 4D and the Redshift plugin on the rented GPU machine. Super Renders Farm is a Maxon partner with explicit Cinema 4D / Redshift / Red Giant authorization, and Redshift runs on our RTX 5090 GPU fleet with licensing included in the render rate. Feature support itself is similar; what differs is whether the user or the farm handles the install and licensing.
Q: What GPU does each farm use? A: iRender's current fleet runs NVIDIA RTX 4090 cards with 24 GB VRAM each, configured in machines with 2, 4, 6, or 8 cards. Super Renders Farm runs NVIDIA RTX 5090 cards with 32 GB VRAM each. The VRAM difference matters for scenes that exceed 24 GB (common in 4K archviz with heavy textures, dense scatter scenes, and VFX with volumetric effects); the multi-GPU card count on iRender is an advantage for batch animation rendering that scales linearly across GPUs.
Q: Are render engine licenses included in the price? A: Super Renders Farm includes V-Ray, Corona, Arnold, Redshift, Octane, and Cycles licenses in the render rate — there's no per-engine surcharge. iRender's IaaS model requires the user to bring their own license (or use a free tier where available), since the user installs and activates the renderer on the rented machine. For Redshift or Octane users without an owned license, this is a real cost difference to factor into the comparison.
Q: Can I remote desktop into a Super Renders Farm machine? A: No. Super Renders Farm is intentionally a fully managed render farm without RDP access — our operators handle machine setup, scene validation, and render configuration on the user's behalf. If RDP-level control is a hard requirement for your pipeline, iRender (or another IaaS provider) is the right category to evaluate. The managed model is the source of the per-render-minute billing and the proactive scene-validation workflow; removing RDP is the trade-off that makes both of those possible.
Q: Can I use both iRender and Super Renders Farm on the same project? A: Yes — there's no lock-in on either side. Some studios use iRender for rendering sessions that require specific software or multi-GPU RDP workflows (Lumion, Unreal MRQ, experimental plugin builds) and Super Renders Farm for the bulk of their managed CPU and GPU animation work. If you split a project, confirm that render engine versions match exactly across both farms — identical V-Ray, Corona, or Redshift build numbers — otherwise frames can differ subtly and cause compositing issues downstream.
About Alice Harper
Blender and V-Ray specialist. Passionate about optimizing render workflows, sharing tips, and educating the 3D community to achieve photorealistic results faster.


