CUDA Failure - Troubleshooting
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to chop the big trunks into small pieces (inside octane automatically) will be important for Octane,
not only for meshes but also for big textures(e.g. 8k map), as I remember this is the bottle neck which also make Nvlink not working well...
hope this issue can be resolve soon.
viewtopic.php?f=33&t=73978&start=30#p378155
not only for meshes but also for big textures(e.g. 8k map), as I remember this is the bottle neck which also make Nvlink not working well...
hope this issue can be resolve soon.
viewtopic.php?f=33&t=73978&start=30#p378155
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
By the way, I do high quality VR art pieces and as I mentioned, for video-games (especially VR), you want to have as few objects as possible. So that means you will have few objects, but they are all huge. I also bake all my lighting with Octane because it is so fast and beautiful.
So while I will be able to split my scene in this case because I'm not making a VR game, it would be good to find a long term solution to this that allows users to load giant scenes with large chunks of geometry (to reduce draw calls)so that Octane remains a good solution to bake the lighting in these scenes
So while I will be able to split my scene in this case because I'm not making a VR game, it would be good to find a long term solution to this that allows users to load giant scenes with large chunks of geometry (to reduce draw calls)so that Octane remains a good solution to bake the lighting in these scenes
