I’ve gotten my hands on an RTX 3070 and testing with Enscape 3.2 preview, and I’m finding that enabling RTX features eats up memory significantly and crashes out constantly. If I turn RTX off, my scenes render fine as before (using a GTX 1070 and pretty much never crashes Enscape.)
- Are there improvements coming that will help the scenes not eat up so much memory, or is RTX such that more of the model has to get loaded into the video memory to take advantage of the new ray-tracing features?
- Is the memory in these large models going to be limited by geometry, or should I look at trying to reduce texture sizes as well? Is there a way to tell what is getting loaded into memory? I’m tempted to try and troubleshoot and clean my models, but I might be wasting my time if there are geometry limits.
I’ve also had crashes when rendering still images with scenes with a lot of geometry and i’ve been reporting it. It seems to be based on the geometry in the scene. I’ve tried purging (Revit) and limiting the cropped area, but it still happens. I tested with a very simple scene and it worked great, so I don’t know what the threshold is.
I guess it depends on your scene.
I would say textures are more likely to be eating up memory, that’s where many big memory useage wins come from and why so much time is spent creating texture maps in games - to squeeze every pixel from a texture and put it to use.
However, plants and foliage are typically also a killer for both the way theyhave a lot of geometry and often a lot of transparent textures.
Did a little testing - the file I was having issues with has a small scattered forest of Enscape proxy trees, when I turn those off in the model, I am able to keep within memory and render with RTX on.