Hi,
I only recently started using hybrid and it’s so amazing but a lot of my scenes just crash. I use heavy grass/vegetation in my scenes. Please see the rendering and the error. I just it’s just not viable for GPU? It’s 3060 with 12GB.
Thx
Hi @Crayox13
It looks like your are out of GPU memory, this scene is quite massive with nearly 7 GB of textures alone
Try using on-demand option, or resize option, to something like 512 or similar. See if this helps with your scene
On another note, we are working on Out Of Core textures, so V-Ray GPU will be able to use system memory whenever GPU memory is full.
Best,
Muhammed
Tried on demand with 8-bit. It actually rendered light cash this time and buckets showed as if starting to render but then a red error and stop. Since it takes like 10mins to start the render, should I try other on demand options like half or float?
Now I’m trying resize with 1024.
Nah, resize crashed it too.
Only way is to optimize the scene for better memory management. If you have displacement or a lot of geometry, textures, you need to make the scene fit in GPU memory.
Can you try BF/BF GI as well?
Let me know if this helps
Best,
Muhammed
do you have only one gpu? if so - check how much vram is used by 3ds max before you start rendering.
Where do I check vram usage?
task manager
GPU-Z or MSI AfterBurner are best for monitoring VRAM usage, task manager might not be as reliable(a lot of the times it shows less than what is actually being used)
Best,
Muhammed
the difference in usage shown is used vram vs allocated vram. nothing wrong with task manager.
It is not true, the team doesn’t use task manager for any monitoring, whether it is VRAM or utilization. drivers can affect this monitoring as well, and there are other issues
I personally tried to get their attention to this on Microsoft’s forums before the official release of 11
So without installing those system monitoring apps task manager says 3GB of vram right now when I load the scene. Will try some more combos, but right now BF/BF crashed it too.
how is the speed with out-of-core enabled? just gpu used but it is an option. I have no experience with it though and it is marked as work in progress.
Some suggestions:
-Repeated items (like background trees) can be vray proxy, similarly with the outdoor sofas. After they are proxied, instance them rather than copy.
-Delete anything not shown in camera.
-mipmap on demand textures.
-Turn on out-of-core. Although in my experience this doesn’t really help much (maybe someday).
-Use bounding box as display for all the proxies.
-Optimize single instance of high poly items that repeats a lot (like the bush/grass) and keep the texture size as small as possible with minimal loss in quality.
It should be possible to render this scene, but you need to do a few optimizations so it fits into vram.
From the data of your screenshot, optimization should start from the textures. You can instance the materials and the maps, keep texture size small, remove maps that doesn’t really help (such as reflection map. It could be useful on close up but probably not on this aerial view). Convert png/tif/exr to jpg and keep resolution to 2k maximum (perhaps this can be biggest contributor to smaller texture map size).
Unfortunately, while GPU rendering is fast, it needs a lot of manual QC of the mesh and materials to make sure they fit into vram. The time spent troubleshooting and QC-ing might not be worth it if you could’ve finished the render in CPU by then, especially for a static image. A case can be made for animation.
Good luck.

