I have GeForce 285 1GB.
I've rendered the same scene in V-ray plugin in Sketchup, and there was written :
Beginning render sequence
Preparing renderer...
Preparing scene for rendering.
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Initializing built-in VFB.
[RenderView] startCameraTime=0.000000, endCameraTime=0.033333
[RenderView] numCameraTMs=2, numFrames=1, frameSamples=2
Starting DR
Using 0 hosts for distributed rendering.
Preparing camera sampler.
Preparing scene for frame.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
MtlMulti (noname) "mtls" parameter is deprecated; use "mtls_list" and "ids_list" instead.
Compiling geometry.
Preparing ray server.
Creating and initializing 4 thread(s).
Allocating memory for build data of 257907 faces (7221396 bytes, 6.9 MB).
Initializing face build data.
Creating 'done' event.
Starting first thread.
Waiting for thread completion.
Releasing thread resources.
Preparing faces for intersection tests.
SDTree statistics:
Total number of faces stored: 257907
Max tree depth: 43
Average tree depth: 26.4071
Number of tree nodes: 47313
Number of tree faces: 651238
Number of tree leafs: 20254
Average faces/leaf: 32.1535
Memory usage: 15.87 MB
Scene bounding box is [32735.5,-214389,-711.772]-[253232,1276.32,336339]
Scene bounding box is too large, possible raycast errors.
Preparing direct light manager.
Preparing global light manager.
Irradiance sample size is 84 bytes
Photon size is 56 bytes.
Light cache sample size is 120 bytes.
1 interpolation maps registered
Rendering interpolation maps with minRate=-3 and maxRate=0
So how much memory I should have?
And, about second part of my first post... In Features there is that
Octane Render (Commercial Version) includes free plugins for:
Autodesk 3D Studio Max
Autodesk Maya
Autodesk Softimage XSI
Blender
Maxon Cinema 4D
Sketchup
Modo
Does Beta Version that is available now inculde the same plugins?