memory limit soon the past in OPTEX 2.5?

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Post Reply
polytek
Licensed Customer
Posts: 95
Joined: Sun Mar 20, 2011 12:27 pm
Location: Belgium

hy folks, i recently saw this sighraph vid about GPU ray tracing (http://www.youtube.com/watch?v=0IC2NIogWR4) , more in paticular about OPTEX 2.5, somewhere in the vid they talk about how they are getting rid of the memory limits of the onboard graphics card memory.
Both for data file bottleneck and the limitation off how many textures can be used in the engine...since Octane has its own SDK and does not use Optix in any way....well my question to the developers is will we have some benefits from these new techniques or are these kind off implementations impossible because off Octanes nature and different program techniques...?

High regards,
Polytek
win 8.2 / 64 / systemmem 27Gb / gtx 750Ti & asus stricks Gtx 780 6Gb
User avatar
steveps3
Licensed Customer
Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

How can you get rid of memory limits? If the card only has 2 gig of ram then it only has 2 gig of ram. You can't magically make it have 8 gig. As far a I know the only limit is the amount of money that people are prepared to pay.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

steveps3 wrote:How can you get rid of memory limits?
You can't. They are talking about optimizations their SDK does and how to get around some limitations, like the limit on texture objects. So the title is kinda misleading

I'm not knowledgeable on the CUDA level, but on the user level, RS can do a lot in the field of memory optimization, by giving us moar powerful shading system - procedurals, tiling options, full transforms for all textures, per-texture UV coordinates, more pixel blending modes, RGB<->HSV, RGB<->grayscale, etc etc... stuff that has been talked over and over in the last year...

In one RGB image there is a big amount of data -> the more tools you have to extract & manipulate that data, the less images you'll need to load per material.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
User avatar
Daniel79
Licensed Customer
Posts: 451
Joined: Tue Jan 26, 2010 3:53 pm
Location: Italy

CentiLeo is intersting....
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
Post Reply

Return to “General Discussion”