CPU memory

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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aprebanda
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Posts: 4
Joined: Sun Mar 22, 2015 10:58 pm

I'm trying to understand which segments are actually getting loaded into CPU memory when rendering. EG:

I got a 6 million poly scene, with 2 large displacement maps, which takes about 5GB of CPU mem when I render in full HD and 2GB GPU mem. My question is, what's actually getting stored in CPU mem at render time with octane? (keep in mind that I didn't enable CPU mem usage in octane).
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

Me, too, i would like to know what "Use CPU memory" is used for.
"CPU memory limit"?
WE WANT A MANUAL !!! The latest manual is more than 1 year old !!!
Last edited by gueoct on Fri May 22, 2015 7:11 pm, edited 2 times in total.
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
aprebanda
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Use CPU memory is for out of core textures. So, If you've got a kepler GPU you can store max 144 textures on it, the rest will be sent to CPU memory if surpased. Memory limit is how much memory you want to allocate for textures.

I'd still really like to know why is octane using so much CPU mem on render time when none of GPU limits have been reached. Clearly it's storing geometry in some form, cause the more polys you got the more CPU mem is used... but I still don't understand why is both CPU and GPU mem used for storing geometry?
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suvakas
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Joined: Sun Jun 12, 2011 10:26 am

I've been wondering the same thing.

Suv
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glimpse
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You need 3-4x of RAM compared to VRAM that YOu have on Your GPU..can't explain why, but it's the rule we are usign while building systems for OctaneRender (manual will not explain You such things, so chill of use the safe guideline + Every scene is different so keep Your eye on ram/vram while working & soon You have more knowledge that any manua could give You).

For the latest info (manual/scenes & such) usi this Octane Universe.
gueoct
Licensed Customer
Posts: 402
Joined: Mon Jul 11, 2011 3:10 pm

@ glimpse: i truely admire your positivity!!!

EVERY garage-made software i ´ve seen so far in my 18-years of computing comes with a manual that explains every single button.
It seems like i am the only person here that is totally fed up with hanging around in the forum to get answers to often very
simple questions. Waiting for days, that someone answers / months to get a feedback from the developers.
As i have pointed out before: Keeping a manual up-to-date could be done by an intern or a smart secretary........ ;-)
Intel i7-970 @3,20 GHz / 24 GB RAM / 3 x EVGA GTX 580 - 3GB
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aoktar
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aprebanda wrote:I'm trying to understand which segments are actually getting loaded into CPU memory when rendering. EG:

I got a 6 million poly scene, with 2 large displacement maps, which takes about 5GB of CPU mem when I render in full HD and 2GB GPU mem. My question is, what's actually getting stored in CPU mem at render time with octane? (keep in mind that I didn't enable CPU mem usage in octane).
i'll give try to explanation from c4d plugin. But be sure that's very similar process in many aspects. We need some buffers to prepare and collect all scene data before sending to gpu. It would take many Gb's if you are using un-movable meshes, because static meshes will be collected to big buffer before registering to gpu renderer. Of course this buffer can be much bigger than final polygon storage. Things are complicated and have lot of technical details to explain each steps.
Octane For Cinema 4D developer / 3d generalist

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