For tasks where the Quadro doesn't have specific driver/hardware exclusive advantages, the GTX 1080 is 50-100% faster than a single M6000, depending on the benchmark.
Also the M6000 is a generation behind the GTX 1080 in terms of architecture.
What would be a good card (or rig) to get for GPU lightmass baking that would be faster then a 1080? A titanXP? I need to decrease my build time for a project. Would CPU make any difference in this scenario? i7 vs Zenon?
Here's a tip: if you have 2 or more GPUs, plug your monitor to the second GPU (and maybe restart your PC). This way, GPU 2 will be used for rendering Unreal Editor, Windows, etc.; and GPU 1 will be used solely for solving GPU Lightmass.
This way you can do other stuff with your display GPU while Lightmass works (like playing games, watching videos, etc.), and also greatly reduce the risk of GPU Lightmass running out of memory. I have checked and for a sample scene, GPU 2 (rendering) uses 3 GB of VRAM, and GPU 1 (Lightmass) uses 2 GB when building lighting.
Even if you don't have 2 GPUs, it might be a good idea to plug your monitor into your onboard graphics, if you're running out of memory when building lighting.
Here's a tip: if you have 2 or more GPUs, plug your monitor to the second GPU (and maybe restart your PC). This way, GPU 2 will be used for rendering Unreal Editor, Windows, etc.; and GPU 1 will be used solely for solving GPU Lightmass.
How would you know wich one is GPU 1 and wich one is GPU 2?
It would be awesome to have a way to configure this on the GPU Lightmass module, looks it could be super useful.
Hi, Luoshuang. I have a weird problem. When objects is too close for each other, after bake appears strange black dots. I noticed that if i will increase lightmap resolution it help.
But i was wondering is there any way to avoid this dots except increasing lightmap resolution. (I am using GPU Lightmass with Ultra High settings)
It's just lightmap res/uv problem and has nothing to do with Luoshuang's lightmass!!
Yeah having a higher resolution lightmap will help! If you're after archviz results you shouldn't "save up" on lightmap resolution!
Another workaround is to lay your lightmaps properly! Proper padding, pixel/grid snap... and you can always "cut off" the parts of the unused uvs to avoid pixelated/blocky contact shadows! ...or snap the overlapping top object to the overlapped bottom object's lightmap "grid"'s corners...
I got the same problem, however, the UV layout and padding are correct and the lightmap resolution is red... I don't get that when using CPU bake, so it should have something to do with the GPU implementation.
I got the same problem, however, the UV layout and padding are correct and the lightmap resolution is red... I don't get that when using CPU bake, so it should have something to do with the GPU implementation.
Yes, that was i talking about. On CPU bake i don`t have this kind of artifacts. So i think this artifacts appears because of different principle of baking. This is why i am asking about Luoshuang)
Yes, that was i talking about. On CPU bake i don`t have this kind of artifacts. So i think this artifacts appears because of different principle of baking. This is why i am asking about Luoshuang)
Could you post please the same screenshots with no change in the scene but using CPU lightmass?
Thank you!
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