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Re: Rendering black in Picture Viewer

Posted: Tue May 03, 2016 2:35 pm
by ReaperTheOne
aoktar wrote:
ReaperTheOne wrote:
aoktar wrote:What's your gpu and VRAM?
This is gpu renderer so primary factor is gpu's VRAM not system RAM. I see it's 4GB. But V2 has a triangle limit around 19millions. This has been removed with V3-Alpha but still limited by available gpu VRAM.
Btw plugin also requires some RAM for export process and depends to how you structured and which render settings are used.
I thought 4GB is enough to push the limit of 19 millions triangles, but actually I did not deleted octane standalone v2 when used v3-alpha, this might be the reason why it did not rendered in v3-alpha plugin. Anyway, thank you, problem solved, I'm waiting for release of octane v3 to update on it.

Re: Rendering black in Picture Viewer

Posted: Tue May 03, 2016 2:45 pm
by aoktar
ReaperTheOne wrote: I'm waiting for release of octane v3 to update on it.
Actually have it, don't wait.

Re: Rendering black in Picture Viewer

Posted: Tue May 03, 2016 3:25 pm
by ReaperTheOne
aoktar wrote:
ReaperTheOne wrote: I'm waiting for release of octane v3 to update on it.
Actually have it, don't wait.
Is it stable enough at this point for using in commercial projects?

Re: Rendering black in Picture Viewer

Posted: Tue May 03, 2016 3:37 pm
by aoktar
ReaperTheOne wrote: Is it stable enough at this point for using in commercial projects?
I can't say yes or no. It depends to your work. Feedbacks are fine mostly.

Re: Rendering black in Picture Viewer

Posted: Tue May 10, 2016 11:00 am
by FlowFireGames
Ive been reading about your discussion, would Octane have double the VRAM available if using SLI or is this the same limitation as under DirectX in games, where the second GPU VRAM does not add up to the maximum (as cards not really work together but after each other) ?