Improve Texture Memory Handling for Chaos Cosmos Assets (GPU Rendering)

When using multiple Chaos Cosmos assets in real production scenes, GPU memory quickly becomes a bottleneck due to the large number of high-resolution textures (often 4K+ per asset).

While Cosmos assets are high quality, texture management becomes impractical at scale:

  • Texture resizing is currently deprecated or automatic and not reliably controllable
  • Cosmos textures are not always easily accessible for batch editing
  • GPU rendering often stalls, falls back to CPU, or becomes unstable due to texture memory overload
  • Manual per-material optimization is not realistic when using many Cosmos assets

Suggested Improvements

Reliable global texture resizing (GPU-safe)

  • Clear options: Full / 4K / 2K / 1K / Auto (based on render resolution)
  • No deprecated or implicit behavior

Cosmos-aware texture control

  • Centralized management of textures used by Cosmos assets
  • Ability to downscale or override resolution without editing each material

Render-resolution-based optimization

  • Automatically limit texture resolution when higher resolution provides no visible benefit

Clear GPU memory diagnostics

  • Warnings when texture memory is close to GPU limits
  • Actionable suggestions directly in V-Ray

Why This Matters

Cosmos is designed for building complete environments, not isolated objects. Without robust texture memory management, GPU rendering becomes unreliable even on high-end hardware, limiting the practical use of Cosmos assets in real-world scenes.

Improving this would significantly increase stability, usability, and adoption of Cosmos in production workflows.


Submitted on AHA Ideas (COS-I-1409).

AHA Ideas status: New.
Set during AHA Ideas to Discourse migration.