dynaraton wrote:Memory Pooling seems to be working on my twin RTX Titans.
Question - shouldn't my P2P box get full before I crash?
I crash if I add anymore geometry (please see picture below)
Over 138 Million Triangles
Also, am I getting the combined 9200MB + 9036MB for a total of 18.2 GB of memory pooled Vram? Maybe the P2P box not being full is confusing me.
Also, I had to turn up my GPU headroom to max 24,576 MB to get this to render.
Out-of-Core off
RTX acceleration, De-noise, Post effects, Displacement, Emitters etc. All ON and they seem to work like a charm.
Thanks in Advance.
Currently, only some aspects of the scene (geometry data) are able to use pooled memory. So you may still have a lot of data in your scene (e.g. textures) that needs to be resident on every device (or out-of-core) which would mean you may run out of memory despite using pooled memory for as much data as possible. We are keen to support memory pooling for more types of data in the future.
The numbers you are seeing mean that the first device is using 9200 MB of data stored on the second device, and the second device is using 9036 MB of data stored on the first device. It's not so much a shared "pool" as it is that one device can make use of data stored on another device.
I suspect the reason why you needed to increase the GPU headroom so much is because of RTX acceleration being enabled. RTX can use a lot of memory, and using it in combination with NVLink may cause problems for some scenes at the moment. We are looking to improve this in future releases.