Hi,
I’m rendering an animation with a lot of plants etc. Ale with each subsequent frame rendered the memory usage increases. And when it reaches max the rendering time skyrockets (from 4 minutes to 1 hour). It’s the texture memory - on the first frame the log stats showed 1987 MiB for textures and after 10 frames its now 6810 MiB. After restarting the render the times goes down to normal and I can render 10 frames or so. It seems like the memory is stacking up and not clearing between frames.
I’ve tried On-Demand Mip-Mapping but it didn’t help.
I have the latest Vray, drivers etc. GPU is RTX 4080.
I had this problem earlier on multiple scenes.
I did some tests and it looks like the memory used by textures increases by about 300 MB after every frame. And when it reaches max memory availible it either crashes or the render time goes waaaay up.
When I’m rendering on CUDA it seems like it is doing a better job handling memory - the base line of memory used is lower so I can render more frames. After reaching max it crashes whitch is good because then Backburner restarts the job from that frame and the render continues.
RTX on the other hand has better render times but when the memoty fills up the render times goes up - turning on max frame time helps a bit.
What can be causing this? I can send You the scene files.
Hello! Could you please share the scene ? Also, could you try the new Compressed textures mode - you can find it below On-demand mip-mapped mode in the latest update 1.
Hi,
I’ve sent the scene via the form. I had to delete my clients models but it shouldn’t affect the problem - the materials were simple without any textures (juzst simple procedural metal).
I’m trying out the new Compressed textures mode - it looks promising. The texture usage still increases between frames but by a much smaller amount (about 30 mega).
Hi,
In a 200 frame animation sequence when it gets about halfway (125 frames) through the GPU (both in rtx and CUDA.
And both in Brute force and Light cache) rendering starts to lag. The Log shows a problem:
Warning : Num samples per thread reduced to 32768, rendering might be slowers
I did several tests but did not find a solution.
I feel like going through the rendered frames builds something up in memory.
That see should be emptied after each finished frame. If I let it go anyway the rendering crashes after a while.
I went back to version 6.00.20 and the one without problems. I also tried 6.0.1.02 but got the same problem. It’s not easy to try because it starts happening after about 100 frames of an animation sequence and as well as slowing down rendering it crashes 3ds max
This is fixed in our internal builds, if you have access to nightly builds you can test the fix or please Email me for a build
Otherwise this will be pushed in a hotfix very soon
Thanks for now it’s not so urgent you can use a previous version. When you are informed could you please let us know which stable release will have this fix.
Hello unfortunately using the latest versions this problem has come out again. On rendering sequences of 200 frames when it gets to about frame 130 the rendering starts to slow down until it occupies all the video memory. Even stopping the rendering and restarting it does not solve it. The only way is to restart 3ds max. In task manager you can see that the video memory remains full even when the rendering is stopped. I am using V-Ray 6 update 2.1 (6.20.07 build 32791) in RTX mode. This problem is also present in previous versions. I do not know if it can be attributed to the Nvidia drivers (565.90 same problem also with the previous version) or windows 11 update. It happens with any scene even without textures.