memory problem
Posted: Thu Jan 12, 2017 9:18 pm

Where is the rest of my memory? Octane for modo leaves me with more than 6gb in the same scene.
Thanks
Code: Select all
ogs -gpu
Code: Select all
ogs -reset
Maya Viewport ogs-gpu is 1770. When I connect one 8k texture it drops to 3200M. When I change to legacy viewport it goes to 4200M again. I think it is to much memory consumption. The same scene in modo left 4700M. Not much difference. Only the programs are open.calus wrote:What I understand is that octane only use 1 Gb Vram here, 4 Gb of your 8 Gb are taken by the sytem and other applications and possibly a lot by Maya viewport, but that's really a lot, that's not a normal situation.
What viewport do you use in Maya ? viewport 2.0 or legacy viewport ? is it possible that you increase too much the level of smooth mesh preview ?
to display VRAM used by viewport 2.0 in Maya use this command:too flush the memory used by the viewport 2.0 use this command :Code: Select all
ogs -gpu
Code: Select all
ogs -reset
abstrax wrote:I basically spent the last month investigating these kind of issues. Unfortunately I couldn't find any actual culprits, but observed various problems with the CUDA 7 / 7.5 and 8 compilers usually resulting in inexplicable kernel crashes which - when debugged - didn't make any sense, i.e. look like compiler problems. I think / hope to have found workarounds for all of these.
I also noticed that most of the CUDA error reports come from users with Pascal hardware and I wonder if there is a general problem with that, but it's really hard to tell. I haven't observed any of the reported sporadic problems with our Pascal hardware yet.
Another thing I have noticed is that the CUDA errors often happen on scenes with very big geometry. In those cases the ray tracing will access the geometry data in a different way than usual. Unfortunately this access method is very unforgiving for invalid memory access. So there may be a chance that there is a problem somewhere in our geometry data structures, but I couldn't find anything yet.
So the plan forward is to release a test build of 3.06 with new features and various changes to address the problems above. This build will also be compiled completely in CUDA 8. Hopefully this will improve things if not I will keep digging.