GPU usage spikes; high res renders
Posted: Wed Mar 15, 2017 9:43 pm
I've just completed a set of renders, the smallest being 6000 pix square.
Firstly, I tried rendering as a full frame (Octane 3.05.3.0) but noticed the GPU usage would peak every 5-10 seconds then drop off. The GPUs would just start winding up, then slow down.
Memory on the GPUs was not an issue, using 1/3 of available memory. I tried messing with every setting I could think of; priority, parallel samples (mentioned in another thread) but to no avail.
In the end I split the render over 4 frames and key framed the shift camera. No tile larger than 3000 pix square and the GPUs were charging through the renders like normal.
Has anyone else come across this issue?
I did a comparison. One of the original frames, unsplit, was cancelled after 2 hours and it was about 20% complete. The same image, when split into 4 was complete in about 3 hours.
Firstly, I tried rendering as a full frame (Octane 3.05.3.0) but noticed the GPU usage would peak every 5-10 seconds then drop off. The GPUs would just start winding up, then slow down.
Memory on the GPUs was not an issue, using 1/3 of available memory. I tried messing with every setting I could think of; priority, parallel samples (mentioned in another thread) but to no avail.
In the end I split the render over 4 frames and key framed the shift camera. No tile larger than 3000 pix square and the GPUs were charging through the renders like normal.
Has anyone else come across this issue?
I did a comparison. One of the original frames, unsplit, was cancelled after 2 hours and it was about 20% complete. The same image, when split into 4 was complete in about 3 hours.