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Texture VRAM usage

Posted: Mon Jan 25, 2016 3:20 pm
by DinoMuhic
I wanted to ask something specific about vram usage of textures and came over this tidbit in another thread. I thought its worthwhile to open another discussion about it instead to talk in a thread with an obsolete build.
aoktar wrote:
ralf_breninek wrote:Great tool to improve your scene performance and finding problems easier, thanks Ahmet :)

Seomething I find strange is that some images are listed multiple times, like in the middle of the first screenshot "yol.tif" I do not think that this single image really takes up 135mb of VRAM only because it has been used three times, or does it? If it only uses 45mb listing it only once might be enough maybe, or is there another reason to show it several times then?
Thanks. For additional info about how Octane works with images: It has some optimisations to avoid more vram usage. Ex. if you use a image at different slots, will only use one copy of this image. But if you use it with different mode, ex. "Float" and "Normal". This will cause to create a additional copy. This valid for direct access to images by the paths. But if we register them by ram buffer method, each copy will spend extra vram. When we use buffer system? With C4D shaders->render textures or using the layers of some PSDs. I hope that's not so much confusing.
Hey Aoktar, another question regarding Vram usage.

You say if the mode (Normal - Float) is different, then the image has to be put twice into vram and size increases. Now my question: Does it also depend on the gamma and power values? So an image in a slot with a gamma of 1 and the same image in another slot where it uses a gamma of 2, does octane only use one in VRAM or two images?
For example I have this one tex, which is pretty big, and its always used in normal mode, however, with different power and gamma settings. Is this put into vram only once or dozens of times like its visible here? Would it be better to use a color correction node instead?

Image

Re: Texture VRAM usage

Posted: Mon Jan 25, 2016 5:18 pm
by aoktar
Here calculations are not exact. Just a rough estimations from plugin. Things are perpetually changing on render engine. But there must be one allocation if you use any image by same file name+path and same mode.

Re: Texture VRAM usage

Posted: Tue Jan 26, 2016 4:24 pm
by atome451
Hi,

I'm surprised to see a screen capture of the texture manager because on my Cinema 4D R14 it crashes all the time when i call it. Event with only one texture and a cube, with or without the Live viewer running. I thought it was not yet active and still a WIP... :roll:

Here is a bugreport:
_BugReport.zip
(12.85 KiB) Downloaded 238 times

Re: Texture VRAM usage

Posted: Wed Jan 27, 2016 11:27 am
by DinoMuhic
WEll its definately still buggy, see the VRAM usage in this one:
pimgpsh_fullsize_distr.png

Re: Texture VRAM usage

Posted: Fri Feb 05, 2016 10:47 am
by DinoMuhic
DinoMuhic wrote:WEll its definately still buggy, see the VRAM usage in this one:
pimgpsh_fullsize_distr.png
@Aoktar, can the wrong display of VRAM usage like in my screenshot above where it says 175952920295GBs coming from dots "." inside filenames? Because there are plenty filenames with dots in them. I'm trying to fix this and get octane to display the correct vram size. I got 3 scenes and only in this one, the display is buggy.