High GPU memory

Use this forum for general user support and related questions.
Post Reply
Asticles
Posts: 137
Joined: Thu Jan 11, 2018 8:52 am

High GPU memory

Post by Asticles » Thu Nov 22, 2018 4:25 pm

Hi all,

I'm always hitting the GPU card's memory top with my renders (8GB gtx 1070).

I also work with octane, but I cannot switch to Luxrender at work because I always get rid of memory at the middle of the project.
I've made some comparisons (also with CPU).

My first test is with only meshes:
memory_test.jpg

Code: Select all

GPU			Idle	Render	Usage
			
Cycles 2.79 		860	2636	1776
Cycles 2.80		1286	2780	1494
Luxcore 		789	2147	1358
Octane 			880	1444	564

CPU			
			
Luxcore 		479,7	1421,1	941,4
Appleseed 1.01 beta2 	579,5	1490,5	911	- Modified because it increases memory until all tiles have been allocated.
Cycles 2.80		523	1078,6	555,6
Cycles 2.79 		731,8	1051,9	320,1
Cycles also has a big memory usage, but the problem now to me is Luxcore.
As you can see, it uses more than twice than octane. On a big scene is a big problem.

This is the test scene:

Luxcore:
https://www.dropbox.com/s/eiixmn31fti19 ... blend?dl=1

Appleseed:
https://www.dropbox.com/s/3kygy8hcbpthw ... blend?dl=1

Cycles 2.79:
https://www.dropbox.com/s/zsap2a1xq0jnh ... blend?dl=1

Lightwave 2018.0.7 with octane:
https://www.dropbox.com/s/n8bda1xm3338r ... e.zip?dl=1

Model is from Stanford 3D Scanning Repository, of course.

Best regards
Last edited by Asticles on Thu Nov 22, 2018 10:17 pm, edited 1 time in total.
Salvador Ureña

User avatar
lacilaci
Posts: 442
Joined: Fri May 04, 2018 5:16 am

Re: High GPU memory

Post by lacilaci » Thu Nov 22, 2018 7:22 pm

It's actually pretty cool how close cycles and luxcore got. Not too long Ago luxcore was way worse with memory consumption. But yes, octane seems to be quite a bit more optimized.
But octane Also has no fallback option Once you run out of Vram, it's gpu or use another renderer. Both cycles and luxcore can use cpu...

User avatar
Sharlybg
Supporting Users
Posts: 874
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: High GPU memory

Post by Sharlybg » Thu Nov 22, 2018 7:41 pm

Will be more representative to see how they deal with GPU memory on textured scene. thanks for the test ;)
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
B.Y.O.B.
Developer
Posts: 1806
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: High GPU memory

Post by B.Y.O.B. » Thu Nov 22, 2018 9:53 pm

Tip: if you change "?dl=0" at the end of dropbox urls to "?dl=1" you get a direct download link.
Support LuxCoreRender project with salts and bounties

Asticles
Posts: 137
Joined: Thu Jan 11, 2018 8:52 am

Re: High GPU memory

Post by Asticles » Thu Nov 22, 2018 10:18 pm

lacilaci wrote:
Thu Nov 22, 2018 7:22 pm
It's actually pretty cool how close cycles and luxcore got. Not too long Ago luxcore was way worse with memory consumption. But yes, octane seems to be quite a bit more optimized.
But octane Also has no fallback option Once you run out of Vram, it's gpu or use another renderer. Both cycles and luxcore can use cpu...
Haven't tried yet, but there are options for out of core.

Thanks for replying.
Salvador Ureña

Asticles
Posts: 137
Joined: Thu Jan 11, 2018 8:52 am

Re: High GPU memory

Post by Asticles » Thu Nov 22, 2018 10:20 pm

Sharlybg wrote:
Thu Nov 22, 2018 7:41 pm
Will be more representative to see how they deal with GPU memory on textured scene. thanks for the test ;)
This is my next step, but after a few days, because I have to work all weekend.

Thanks
Salvador Ureña

Asticles
Posts: 137
Joined: Thu Jan 11, 2018 8:52 am

Re: High GPU memory

Post by Asticles » Thu Nov 22, 2018 10:20 pm

B.Y.O.B. wrote:
Thu Nov 22, 2018 9:53 pm
Tip: if you change "?dl=0" at the end of dropbox urls to "?dl=1" you get a direct download link.
Thanks for the tip! Changed!
Salvador Ureña

User avatar
Dade
Developer
Posts: 1528
Joined: Mon Dec 04, 2017 8:36 pm

Re: High GPU memory

Post by Dade » Thu Nov 22, 2018 11:56 pm

@Asticles: you should investigate how the memory increase:

1) increasing triangle count;

2) texture images;

3) increasing rendering image size;

4) etc.

There is usually a fixed memory cost plus a variable cost while scaling up one of the above items. If the scene is too simple, you may be just measuring the fixed cost (i.e. usually not very importante) and note the variable cost (i.e. far more important).

P.S. I will get out of fixing stuff in TILEPATH, first or later, and I will check this topic too.
Support LuxCoreRender project with salts and bounties

Asticles
Posts: 137
Joined: Thu Jan 11, 2018 8:52 am

Re: High GPU memory

Post by Asticles » Fri Nov 23, 2018 5:03 pm

Well have tested the same scene but with a 4k 16bit color png on the background wall.

Code: Select all

CPU			Idle	Render	Usage
Luxcore -		789,0	1951,9	1162,9
Appleseed 1.01 beta2 -	530,1	1600,1	1070
Cycles 2.80 -  		445,8	1216,9	871,1

GPU			Idle	Render	Usage

Cycles 2.80 -		1339	2945	1606
Luxcore -		797	2341	1544
Octane -		642	1376	734
Salvador Ureña

Post Reply