Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GBabstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.
OctaneRender® 2024.1 Alpha 1
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
This is about system memory not graphics memory, which you are probably looking at. In any case the high memory consumption during geometry compilation has been reduced and this should show in scenes with lots of geometry and large meshes.J.C wrote:Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GBabstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Does this mean we can expect these changes THIS year or 2024? Since theres only 1 month left in 2023, I assume you meant in the production cycle of 2024.What's on the 2024.x Roadmap for this Year?
Headless rendering with multi-render and multi-engine live linking (Blender, UE, C4D and standalone)
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
Hi,
OctaneRender 2024.1 Alpha 1 Standalone for MacOS (not ready yet, will be provided as soon as possible)
So, I can't wait
is there some ETA? Want to see finally why I bought M3 MacBook 
OctaneRender 2024.1 Alpha 1 Standalone for MacOS (not ready yet, will be provided as soon as possible)
So, I can't wait


Thank you for v2024.1 demo. I tested this new version at path tracing kernel for appear any caustics on light (eg: carefes...) scene but I can't get any faster performance at RTX enabled (since 2024.1 requires RTX enabled) on my RTX 4090 with v546.17WHQL driver running Win 10.
"Carefes" scene:
-2023.1 final -2024.1 A1
"Carefes" scene:
-2023.1 final -2024.1 A1
NOTE: I'm sorry for bad english due to mute 
i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3
SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
CRT 19" Samtron 19"

i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3

SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
CRT 19" Samtron 19"

I see. I have misread this. Thanks for pointing this outabstrax wrote:This is about system memory not graphics memory, which you are probably looking at. In any case the high memory consumption during geometry compilation has been reduced and this should show in scenes with lots of geometry and large meshes.J.C wrote:Hi, in what scenarios does it happen? In my test scenes the memory usage is almost the same as in previous versions. Just minimal difference eg 2.25GB vs 2.18GBabstrax wrote:In the 2024.1 Standalone the system memory consumption goes from 7GB to about 15GB and stays there.

CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
:::::::::::::::::
pxlntwrk.net
pxlntwrk.net
Looks like a great release, making Octane even more optimized and performant on all platforms!
Are the features in Active Development going to be ready for the stable release? Light field baking and Brigade Temporal Denoiser? USD?
Also we were really hoping Otoy could invest a bit more into Houdini plug-in!
Are the features in Active Development going to be ready for the stable release? Light field baking and Brigade Temporal Denoiser? USD?
Also we were really hoping Otoy could invest a bit more into Houdini plug-in!
Because...nuno1980 wrote:Thank you for v2024.1 demo. I tested this new version at path tracing kernel for appear any caustics on light (eg: carefes...) scene but I can't get any faster performance at RTX enabled (since 2024.1 requires RTX enabled) on my RTX 4090 with v546.17WHQL driver running Win 10.
For caustics, it's irrational to use the PT kernel when there is the dedicated Photon Tracing kernel.abstrax wrote:We now use RT cores for all mesh primitives including hair, spheres and displacement triangles.
Last edited by elsksa on Sat Nov 25, 2023 12:28 pm, edited 1 time in total.
Rarely discussed in the core dev-build section (core and Standalone only), rather in the octane-houdini plugin one.vurt wrote: Also we were really hoping Otoy could invest a bit more into Houdini plug-in!