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Re: CUDA Failure - Troubleshooting
Posted: Fri Oct 23, 2020 2:36 am
by SamuelAB
One of our R&D engineer also made an algorithm to split meshes automatically into equal chunks super quickly, so that may come in handy.
Re: CUDA Failure - Troubleshooting
Posted: Fri Oct 23, 2020 3:12 am
by karl
Another thing you could try is disabling RTX acceleration in Octane preferences, since there will be some data we don't need to prepare in that case.
Re: CUDA Failure - Troubleshooting
Posted: Fri Oct 23, 2020 11:13 am
by jimho
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
Re: CUDA Failure - Troubleshooting
Posted: Fri Oct 23, 2020 1:09 pm
by SamuelAB
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
