Announcement

Collapse
No announcement yet.

Double the consumption of physical memory?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Double the consumption of physical memory?


    I found that after I opened a scene, my physical memory occupied 20GB. At this time, if I enabled real-time link, my physical memory occupation continued to increase until 35gb, and the memory of the graphics card also increased. In my opinion, after real-time linkage, shouldn't it just occupy the memory of the graphics card. Why physical memory usage has also increased. It's like vraycpu rendering.


    At some time, if my memory is full, it may also affect the real-time link of vantage, resulting in loading failure. But that scene only occupies 13gb of graphics card memory, which has not exceeded my 3090 maximum graphics card memory. Why does some content occupy physical memory when enabling real-time link? What is it?

  • #2
    I assume that you mean that opening the scene in 3ds Max takes up 20GB of CPU RAM (together with other system processes). This is memory used by 3ds Max and we have no control over it. When you start the link Vantage has to receive the whole scene in "V-Ray format", so the data is duplicated in a way. This is inevitable. It's a known downside of live link (RAM usage will be much lower if you can work directly with a vrscene file, but that's a different workflow). Vantage needs to hold most of the data in CPU RAM so it doesn't release it after uploading to the GPU.
    Nikola Goranov
    Chaos Developer

    Comment


    • #3
      Originally posted by npg View Post
      I assume that you mean that opening the scene in 3ds Max takes up 20GB of CPU RAM (together with other system processes). This is memory used by 3ds Max and we have no control over it. When you start the link Vantage has to receive the whole scene in "V-Ray format", so the data is duplicated in a way. This is inevitable. It's a known downside of live link (RAM usage will be much lower if you can work directly with a vrscene file, but that's a different workflow). Vantage needs to hold most of the data in CPU RAM so it doesn't release it after uploading to the GPU.
      I see. No wonder after using vantage real-time link, I felt the unprecedented memory utilization.Is this a problem that cannot be optimized? If so Maybe I should upgrade my physical memory

      If I turn a large number of models into Vray proxy objects in the scene, can I reduce the consumption of graphics card memory and physical memory?. Will it dynamically load and unload Vray agents? Just like vraycpu
      Last edited by q976431; 14-07-2022, 01:54 AM.

      Comment


      • #4
        If I turn a large number of models into Vray proxy objects in the scene, can I reduce the consumption of graphics card memory and physical memory?. Will it dynamically load and unload Vray agents? Just like vraycpu
        No, we don't do that, Vantage aims to be a real-time not an offline renderer.

        How much RAM do you have ?

        Greetings,
        Vladimir Nedev
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #5
          Originally posted by vladimir.nedev View Post

          No, we don't do that, Vantage aims to be a real-time not an offline renderer.

          How much RAM do you have ?

          Greetings,
          Vladimir Nedev
          I have 64GB memory

          Comment


          • #6
            .Is this a problem that cannot be optimized?
            After loading the scene, Vantage needs to keep textures and geometry in CPU memory so they can be quickly uploaded to the GPU memory when needed.
            If we had to go back to the file system and read them, that would be very slow.

            With the upcoming dynamic textures, texture mip maps are loaded and unloaded from the GPU as you move the camera or move objects in the scene,
            so it's even more important to have them in CPU memory for a quick upload to GPU memory.

            In the future, we might enable texture compression and this will reduce the required CPU memory somewhat.
            Can't say when this will happen.

            Greetings,
            Vladimir Nedev
            Last edited by vladimir.nedev; 14-07-2022, 07:19 AM.
            Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

            Comment


            • #7
              With the upcoming dynamic textures, texture mip maps are loaded and unloaded from the GPU as you move the camera or move objects in the scene
              Update 1.8.0 was just released so users can already try this.
              Nikola Goranov
              Chaos Developer

              Comment


              • #8
                Originally posted by npg View Post
                Update 1.8.0 was just released so users can already try this.
                I have started to try it. Great features,
                However, I have a suggestion that the current Vantage cloud system can only be used in vraysky,Otherwise, its UI is not visible, and I suggest that it can also be used when 3dsamx uses vraydome to load HDR. Because there are many clouds in HDR, but there was no way to simulate the shadow cast by HDR clouds before. If you allow it to be used in this mode now. Then I will be able to use the cloud system to simulate the shadow of HDR mapped clouds. Then add whether the system cloud is visible, so that the shadows cast by the ground can be preserved separately

                In addition,because I don't use vray6, so Whenever I set parameters for vraysun or move it,Or when moving the timeline, vantage's cloud system is automatically reset and cancelled. Can I not automatically link its parameters for versions below vray6, because vray5 does not have this parameter. So it will be reset.
                Now I must carefully set up vantage cloud system and prohibit any vraysun operation.And prohibit the switching of the timeline (this obviously cannot be prohibited) This is very inconvenient
                Last edited by q976431; 14-07-2022, 09:02 AM.

                Comment


                • #9
                  Originally posted by vladimir.nedev View Post

                  After loading the scene, Vantage needs to keep textures and geometry in CPU memory so they can be quickly uploaded to the GPU memory when needed.
                  If we had to go back to the file system and read them, that would be very slow.

                  With the upcoming dynamic textures, texture mip maps are loaded and unloaded from the GPU as you move the camera or move objects in the scene,
                  so it's even more important to have them in CPU memory for a quick upload to GPU memory.

                  In the future, we might enable texture compression and this will reduce the required CPU memory somewhat.
                  Can't say when this will happen.

                  Greetings,
                  Vladimir Nedev
                  I see, thank you

                  Comment


                  • #10
                    Originally posted by vladimir.nedev View Post

                    After loading the scene, Vantage needs to keep textures and geometry in CPU memory so they can be quickly uploaded to the GPU memory when needed.
                    If we had to go back to the file system and read them, that would be very slow.

                    With the upcoming dynamic textures, texture mip maps are loaded and unloaded from the GPU as you move the camera or move objects in the scene,
                    so it's even more important to have them in CPU memory for a quick upload to GPU memory.

                    In the future, we might enable texture compression and this will reduce the required CPU memory somewhat.
                    Can't say when this will happen.

                    Greetings,
                    Vladimir Nedev
                    I will open a topic for it alone to discuss it

                    I tried 1.8 I have some questions and suggestions

                    1:
                    I have a suggestion that the current Vantage cloud system can only be used in vraysky,Otherwise, its UI is not visible, and I suggest that it can also be used when 3dsmax uses vraydome to load HDR. Because there are many clouds in HDR, but there was no way to simulate the shadow cast by HDR clouds before. If you allow it to be used in this mode now. Then I will be able to use the cloud system to simulate the shadow of HDR mapped clouds. Then add whether the system cloud is visible, so that the shadows cast by the ground can be preserved separately
                    In addition,because I don't use vray6, so Whenever I set parameters for vraysun or move it,Or when moving the timeline, vantage's cloud system is automatically reset and cancelled. Can I not automatically link its parameters for versions below vray6, because vray5 does not have this parameter. So it will be reset.
                    Now I must carefully set up vantage cloud system and prohibit any vraysun operation.And prohibit the switching of the timeline (this obviously cannot be prohibited) This is very inconvenient

                    2:Please put the Exposure bias UI and other color matching UI together

                    3:Is it considered to further increase curve tinting?

                    4:I tried to load dynamic maps (IFL files) under real-time links, but failed. Whether to use standard bitmap or vraybitmap?Maybe my operation is incorrect?

                    5:ynamic loading of bitmaps has been tested, reducing my scene, which originally required 14g of display memory, to 8g. This is an excellent function, but during the test, my vantage appeared a question about BMP error. At present, I haven't caught the reason. This is my test scenario. I use it for testing in different versions. This is the first time that this prompt appears.

                    6:I didn't find the information about min term under enable ray termination Prob and max.prob. Their descriptions are not found, and their values do not need to be adjusted?

                    7:(Experimental option to increase FPS by decreasing sampling quality)What is the difference between the sample parameters here and the sample limit under advanced scene settings? If it's the same, why don't you read the value here directly? When it reaches it, it will automatically pause, and now it is allowed to set samples in both places
                    Last edited by q976431; 14-07-2022, 10:44 AM.

                    Comment


                    • #11
                      You should probably have started separate forum threads for each of these issues. Anyway:

                      4:I tried to load dynamic maps (IFL files) under real-time links, but failed. Whether to use standard bitmap or vraybitmap?Maybe my operation is incorrect?
                      You should generally always use the VRayBitmap.
                      I think there is an update issue in live link with IFL files when you use the standard bitmap. I believe it happens with V-Ray GPU too.

                      5:ynamic loading of bitmaps has been tested, reducing my scene, which originally required 14g of display memory, to 8g. This is an excellent function, but during the test, my vantage appeared a question about BMP error. At present, I haven't caught the reason. This is my test scenario. I use it for testing in different versions. This is the first time that this prompt appears.
                      Can you show a screen shot of this error ?

                      6:I didn't find the information about min term under enable ray termination Prob and max.prob. Their descriptions are not found, and their values do not need to be adjusted?
                      We've left them there since the whole feature is experimental.
                      You shouldn't change the min termination probability, as this can lead to noise that never clears.
                      If you decrease the max termination probability, less rays will be terminated, so FPS will be lower, but there will be less additional noise caused by the ray termination option.

                      7:(Experimental option to increase FPS by decreasing sampling quality)What is the difference between the sample parameters here and the sample limit under advanced scene settings? If it's the same, why don't you read the value here directly? When it reaches it, it will automatically pause, and now it is allowed to set samples in both places
                      I don't think this question is related to the "Experimental option to increase FPS by decreasing sampling quality" ?

                      What do you mean by the "sample" parameter "here" ?

                      Greetings,
                      Vladimir Nedev
                      Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                      Comment


                      • #12
                        Originally posted by vladimir.nedev View Post
                        You should probably have started separate forum threads for each of these issues
                        Sorry, I did a simple test, so I didn't create a new thread for it. I will pay attention to this later.

                        Originally posted by vladimir.nedev View Post
                        You should generally always use the VRayBitmap.
                        I tested standard bitmap and vraybitmap, but they failed. I'll try again tomorrow
                        Latest news:(I found the problem. Use vraybitmap to load dynamic maps. If the map file name contains Japanese, Chinese, Korean, the animation sequence will fail to load.)

                        Originally posted by vladimir.nedev View Post
                        Can you show a screen shot of this error ?
                        If it appears next time, I will keep the screenshot

                        Originally posted by vladimir.nedev View Post
                        We've left them there since the whole feature is experimental.
                        You shouldn't change the min termination probability, as this can lead to noise that never clears.
                        If you decrease the max termination probability, less rays will be terminated, so FPS will be lower, but there will be less additional noise caused by the ray termination option.
                        I see. Thank you
                        Will this function have an effect when rendering sequences? For example, if you open it, you will get faster rendering speed when rendering images and videos.
                        Or does it only take effect during preview in order to improve FPS during operation

                        Originally posted by vladimir.nedev View Post
                        I don't think this question is related to the "Experimental option to increase FPS by decreasing sampling quality" ?

                        What do you mean by the "sample" parameter "here" ?
                        Sorry, I'm wrong. I'm talking about the function of automatically pausing rendering after reaching the sampling sample.(Option to pause rendering after reaching a certain sample level.)



                        Can cloud system optimization be implemented? Otherwise, it is almost unavailable under vray5. At the same time, it would be great if it could be used to simulate the cloud shadow of HDR
                        Last edited by q976431; 14-07-2022, 11:47 AM.

                        Comment


                        • #13
                          What is the difference between the sample parameters here and the sample limit under advanced scene settings? If it's the same, why don't you read the value here directly? When it reaches it, it will automatically pause, and now it is allowed to set samples in both places
                          Could you clarify this question: are you asking about the Advanced Scene Settings dialog? There are no relevant sampling settings there. Or are you referring to the noise threshold setting? Or something else? The noise threshold setting lets the render engine skip the pixels which are "done" according to this value. But it will not stop the renderer. Even if all the pixels have reached the threshold, the renderer will keep iterating (therefore keeping your GPU busy) unless it gets paused for some other reason.
                          Nikola Goranov
                          Chaos Developer

                          Comment


                          • #14
                            Originally posted by npg View Post
                            Could you clarify this question: are you asking about the Advanced Scene Settings dialog? There are no relevant sampling settings there. Or are you referring to the noise threshold setting? Or something else? The noise threshold setting lets the render engine skip the pixels which are "done" according to this value. But it will not stop the renderer. Even if all the pixels have reached the threshold, the renderer will keep iterating (therefore keeping your GPU busy) unless it gets paused for some other reason.
                            Yes, I checked the help document again later and understood this problem. Thank you.At first, I thought they were the same parameters. Later, I learned its principle. As you said, only one parameter will affect whether vantage's GPU continues to calculate when it reaches the threshold
                            (I initially thought that sample limit and stop interactive sample were the same, so I also considered whether they need to be set with the same value.)

                            The design of cloud system is very good. I can imagine that it can bring richer picture effects, so I tested it again today, hoping to consider the situation I explained. Let users of vray5 be able to use it under real-time linkage, and do not hide the UI of the cloud system when using HDR, and add a cloud camera to be visible,This allows you to simulate only cloud shadows when needed
                            Last edited by q976431; 15-07-2022, 04:00 AM.

                            Comment


                            • #15
                              Originally posted by q976431 View Post

                              Latest news:(I found the problem. Use vraybitmap to load dynamic maps. If the map file name contains Japanese, Chinese, Korean, the animation sequence will fail to load.)

                              It Still Doesn't work for me. I have used VrayBitmap with a vraymtl and a jpeg sequence without any Japanese, Chinese, Korean, letters and then started a live link. Also the 'update image sequence for current frame' button doesnt work. Am I doing something wrong? I use Vray 6 + 3ds max 2023.

                              Comment

                              Working...
                              X