
Pricing
Transparent per-frame and compute-time pricing for CPU and GPU rendering
Render Farm Pricing
We provide a wide range of customized services designed to cater to your specific requirements.
CPU Rendering
GPU Rendering
Enterprise & Studios
How Pricing Works
CPU Rendering — $0.004 per GHz-hour
You pay based on the processing power your render uses, multiplied by time. A GHz-hour is one gigahertz of CPU processing for one hour.
GPU Rendering — $0.003 per OBh
You pay based on GPU compute power used, multiplied by time. An OBh (Octane Benchmark hour) measures GPU rendering performance per hour.
You only pay for actual render time. No charges for uploading, queuing, or downloading your output files.
How Per-Frame Pricing Works at Super Renders Farm
Not every render farm publishes a single "per-frame" price, and there's a reason for that. The cost of rendering one frame depends on the scene, the engine, and the hardware it runs on — not on a flat rate. A still image of a simple product visualization might finish in under a minute; a dense archviz interior at 4K with GI and volumetrics might take 40 minutes on the same hardware. If both were billed at the same per-frame rate, one would be massively overpriced and the other undersold.
At Super Renders Farm, we charge by compute time, which is the honest way to express what a frame actually costs:
- CPU rendering — $0.004 per GHz-hour. One "GHz-hour" is one core running at 1 GHz for one hour. A typical CPU frame on a Xeon node running V-Ray or Corona consumes somewhere between 0.5 and 20 GHz-hours, which works out to $0.002 to $0.08 per frame on simple scenes and up to $0.50+ on heavy VFX.
- GPU rendering — $0.003 per OctaneBench-hour. One "OB-hour" is one OctaneBench unit of GPU performance for one hour. A typical GPU frame on our RTX 5090 fleet (32 GB VRAM per card) consumes 0.05 to 2 OB-hours, which works out to roughly $0.15 to $6 per frame on medium-to-heavy scenes.
Why this beats a flat per-frame price. A scene you could render locally in 30 seconds will cost you pennies with us; a scene that would take your workstation all night costs proportionally more. You pay for what you actually use — nothing more. Over the years, our clients have found that this model is substantially cheaper than fixed per-frame pricing once you account for how much variance there is between simple and complex scenes.
Translating compute time into per-frame cost. If you want a quick per-frame estimate before uploading, render a single frame locally, multiply the render time by your CPU's clock speed × core count (GHz-hours) or by your GPU's OctaneBench score ÷ 3600 (OB-hours), then multiply by our rate. Add 15–20% buffer for farm overhead and sampling differences.
For deeper worked examples across archviz, VFX, and feature animation — including what other farms charge — see our render farm cost per frame breakdown and the broader cloud rendering cost per frame guide.
Everything Included — No Hidden Costs
Super Renders Farm is fully managed. Your rendering price covers everything — no surprise fees, no extra license costs.
All render engine licenses included
V-Ray, Corona, Redshift, Arnold, Octane — no separate license purchase needed.
Unlimited project storage
Upload and store your project files at no extra cost.
Full technical support
Our team configures your render environment and troubleshoots issues.
No software installation required
We handle all software setup on render nodes. Just upload your project file.
No minimum commitment
Pay only for what you render. No monthly subscription, no lock-in contracts.
What Does Cloud Rendering Typically Cost?
These costs are based on real projects completed on Super Renders Farm at standard rates, before volume discounts.
CPU Rendering
| Project Type | Frames | Typical Cost | Cost Range |
|---|---|---|---|
| Architectural visualization (still) | 1 – 5 | ~$4 | $2 – $7 |
| Architectural animation (V-Ray/Corona) | 100 – 500 | ~$45 | $20 – $100 |
| VFX & animation sequence (Arnold) | 100 – 800 | ~$20 | $8 – $55 |
| Large animation (1,000+ frames) | 1,000+ | ~$130 | $35 – $280 |
GPU Rendering
| Project Type | Frames | Typical Cost | Cost Range |
|---|---|---|---|
| Redshift (Cinema 4D / Maya / 3ds Max) | 100 – 500 | ~$10 | $5 – $20 |
| Blender Cycles | 100 – 600 | ~$5 | $2.50 – $11 |
| V-Ray GPU | 50 – 200 | ~$4 | $2 – $9 |
Costs shown are before volume pricing tiers applied. See pricing table below for tier details. Most projects cost under $100. Larger animations with 1,000+ frames typically range from $35 to $280 depending on scene complexity.
Volume pricing tiers
The discount is automatically granted when buying render credits.
Pricing tier increases with larger credit purchases, reflecting scale efficiencies.
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Pricing & Payments Options
It depends on the scene — our pricing is compute-time, not flat per-frame. In practice, simple archviz stills run $0.03 to $0.25 per frame on CPU, archviz animations run $0.08 to $0.65 per frame, VFX and motion design shots run $0.50 to $3.00 per frame, and feature animation frames can reach $1 to $5 per frame. Render one test frame locally and we can help you estimate the full job before you commit credits.
Per-frame pricing means the farm charges a fixed amount for each rendered frame regardless of scene complexity — common at entry-level services but usually more expensive on heavy scenes. Super Renders Farm charges by compute time ($0.004 per GHz-hour for CPU, $0.003 per OctaneBench-hour for GPU) because that scales fairly with what each frame actually uses. Clients who previously paid flat per-frame rates often see lower bills once they switch to compute-time billing, especially on variable-complexity scenes (some frames render faster than a flat rate assumes). Actual savings depend on project type and scene complexity.
For most studios, compute-time billing (per GHz-hour or per OctaneBench-hour) tends to be the most economical and predictable of the three. Flat per-frame pricing overcharges for simple scenes and undercharges for complex ones. Monthly subscriptions typically only pay off once you sustain roughly $1,500/month of consistent render volume. The build-vs-cloud break-even point sits around $3,000/month sustained — below that, cloud rendering usually comes out ahead.
Render Credit is the charging unit for Super Renders Farm users. One credit is equal to $1.
Imagine you have a computer with a single CPU that has only one core. Set the way back machine took one hour to complete, the consumed "compute time" is called 1 GHz-hr.Obviously, our computers have many more cores than 1, and they all run at a significantly higher clock speed than 1Ghz, but the notion of a GHz-hr is still applicable. We take the number of cores, times the clock speed of those cores, times the render time on that CPU, times the power rate you select when you submit the job ($0.005/GHz-hr). That equals the total cost of your job.We've added a render cost estimator to our Pricing page to help you with all the math.
You can always contact our online support team to help. Please send us a support ticket with the number of points you have just bought and the last 4 digits of your credit card or Paypal account.
You can pay via VISA CARD, CREDITS CARD, Paypal or by direct transfer to the card. Also we can work through a contract with legal entities and non-cash payment by bank transfer.
The renderfarm platform system will pause all your render jobs when the account balance reaches 0 Render Credit. This is when our customer support will notify you to top up the account balance to continue to render.
Our render farm will charge based on how many GHz-hour you used, with the based price is $0.004/GHz-hr. We recommend to use our calculator tool to estimate your render cost.
Render price from $0.004 to $0.016 per GHz-hr based on your selected priority, but volume pricing tiers apply automatically for larger credit purchases — see the pricing table above for tier details. See our pricing & discounts for detail.
Your render credits will NEVER EXPIRE, you can use your available render credits anytime to render your future projects.
We regret to inform that in normal circumstances, we will neither refund on any of the packages nor any unused credits outstanding from your rendering jobs.
Hence, do remember to check your files before sending it across for the final render. We also do not offer refunds for errors such as and not limited to the undermentioned.
Incorrect settings or resolution that were predetermined by the customers
Underestimating the render time
Not monitoring the render job
Missing textures
Wrong frames, camera or layers selected
However, in the case that the failure is attributed to our rendering system, we will make the necessary credit adjustments.
Super Renders Farm charges $0.004 per GHz-hour for CPU rendering and $0.003 per OBh for GPU rendering. For comparison, CPU rendering rates across cloud render farms typically range from $0.014 to $0.072 per GHz-hour depending on provider and priority level. All render engine licenses are included in Super Renders Farm's pricing at no additional cost.
Yes. V-Ray, Corona, Redshift, Arnold, and Octane licenses are all included when you render on Super Renders Farm. You do not need to purchase or bring your own render engine license. This is a significant cost saving compared to render farms that charge license fees separately.
The cost depends on render engine, scene complexity, and resolution. On Super Renders Farm, a 1,000-frame architectural animation with V-Ray or Corona typically costs between $35 and $280 based on completed projects. A 1,000-frame GPU render with Redshift or Blender Cycles is usually lower due to faster per-frame render times.
Yes. Volume pricing tiers scale automatically with your credit purchase — starting from 100+ render credits and increasing through higher tiers for 10,000+ credits. See the pricing table above for the full breakdown. For enterprise projects or studios with ongoing needs, contact us for custom volume pricing.
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