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Best way to deal with Lighting Build running out of memory?

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    Best way to deal with Lighting Build running out of memory?

    Hi Guys,

    I've done a few small architectural scenes very successfully.

    I'm doing a larger project as a demonstration, see if I can get some paid work

    However, given it's a larger scene, I've chose to split up some walls into different objects so I can get a decent resolution out of my light maps.

    Unfortunately, even with a couple of objects @ 1024 for the light map resolution, my light build is crashing. I can't get the build completed with it over 512.

    Is there a way to mitigate this problem? Im trying to get the best quality I can on the floors and walls.

    It's a pretty low-poly scene and I'm confused given that there's a lot of projects out there that are much larger & would surely require more memory than mine.

    CPU is a 980x with 20gb ram.

    Tried using swarm but can't even get it to work yet
    Attached Files

    #2
    Are you sure you're running out of memory? I've got scenes using more assets than that and it doesn't use nearly that much memory

    Comment


      #3
      1K Is hella-high for lightmaps on simple walls like that. Also, I'm fairly sure the running out of memory bug was fixed in Lightmass many releases ago when lots of people couldn't build lighting for the Landscape world... what version of UE4 are you using?

      Comment


        #4
        Originally posted by darthviper107 View Post
        Are you sure you're running out of memory? I've got scenes using more assets than that and it doesn't use nearly that much memory
        Yeah, that's whats confusing me. It's definitely running out of memory. See attachment.

        1K Is hella-high for lightmaps on simple walls like that. Also, I'm fairly sure the running out of memory bug was fixed in Lightmass many releases ago when lots of people couldn't build lighting for the Landscape world... what version of UE4 are you using?
        Im trying to get some decent shadows. I dont think it's that high given that each wall object object has about 100m2 of flat surface. Correct me if I'm wrong. Using 4.6.1....

        On another note, it takes longer to crash when I turn the direct light & enviornment light to "Stationary" as opposed to "Static". Any difference in quality there? Given they are static, I thought static would have been the best option..?

        Cheers
        Attached Files

        Comment


          #5
          If you have enough time, you could simply raise your pagefiles size in Windows until there is "enough memory". Worked for me, when I did something rather stupid, and needed over 140 GB RAM for lights .

          Comment


            #6
            There must be something wrong, at 20GB it should not have memory issues with that scene, even with high resolution lightmaps.

            Comment


              #7
              Originally posted by darthviper107 View Post
              There must be something wrong, at 20GB it should not have memory issues with that scene, even with high resolution lightmaps.
              Yeah, that's what I'm thinking. I've got it to work once I just left all the walls, floors and ceiling attached.

              Any idea what the problem may be?

              I'll upload the FBX if anyone is interested?

              Comment


                #8
                Also what I once had, I had a huge Segemt of a Spacestation. As a huge Part, it took a hell lot of RAM for light calculation (over 140 GB). When I imported it without combine Mesh, it only needed 10 GB Ram, while the now several lightmaps even had a better quality (more resolution). So maybe that is your Problem as well?
                And if you want, I can test your FBX

                Comment


                  #9
                  Originally posted by Nekronata View Post
                  Also what I once had, I had a huge Segemt of a Spacestation. As a huge Part, it took a hell lot of RAM for light calculation (over 140 GB). When I imported it without combine Mesh, it only needed 10 GB Ram, while the now several lightmaps even had a better quality (more resolution). So maybe that is your Problem as well?
                  And if you want, I can test your FBX
                  My issue was actually the opposite...

                  Combine mesh worked perfect, when I separated the mesh's (attempting to get high-res lightmaps on each object) is when it started to run out of RAM & crash.

                  It's still very much a learning curve for me. My previous tests were of much smaller spaces so this attempt is to now scale it up & see what issues I face with regard to quality...

                  FBX here: http://www.filedropper.com/house_3 - I split up the walls, ceilings and floors and set the lightmap res to 1024 which is when it was failing.

                  Comment


                    #10
                    Soo some quick testing:
                    Importing as single Parts: all set to 1024 Shadows, I needed 8 GB Ram
                    Importing with Mesh Combine: set to 4076 Shadows (to compensate for overall lower Shadowmap Resolution) --> 9.2 GB Ram + very poor CPU Load for most of the part.

                    Also your FPX has quit a few degenerated tangents. And for most of the walls you really don't need 1024, even if you want to have the highest possible quality. Just start out with something lower like 256 and then see, where you think more resolution could help. There might be some people here, that know more (I am also still learning most things) but if you want to stick to the high quality and you still keep running out of memory, just raise the Pagefiles size for that time (it is then used, as "additional" Ram, just very slow).

                    Comment


                      #11
                      Originally posted by Nekronata View Post
                      Soo some quick testing:
                      Importing as single Parts: all set to 1024 Shadows, I needed 8 GB Ram
                      Importing with Mesh Combine: set to 4076 Shadows (to compensate for overall lower Shadowmap Resolution) --> 9.2 GB Ram + very poor CPU Load for most of the part.

                      Also your FPX has quit a few degenerated tangents. And for most of the walls you really don't need 1024, even if you want to have the highest possible quality. Just start out with something lower like 256 and then see, where you think more resolution could help. There might be some people here, that know more (I am also still learning most things) but if you want to stick to the high quality and you still keep running out of memory, just raise the Pagefiles size for that time (it is then used, as "additional" Ram, just very slow).

                      Hmm, might just be my computer then. Maybe I'll try a reinstall.

                      I haven't modelled in a long time, so what do you mean by degenerated tangents?

                      Comment


                        #12
                        Its a warning Unreal 4 gave me with your FBX, when importing it. Through not quit sure what exactly it is (am also fairly new to this).

                        Comment


                          #13
                          Originally posted by Nekronata View Post
                          Its a warning Unreal 4 gave me with your FBX, when importing it. Through not quit sure what exactly it is (am also fairly new to this).
                          Hmm, I'll have a suss.

                          Thanks for the help!

                          Comment


                            #14
                            Can you confirm whether is running out of RAM or running out of Disk space memory?

                            UE has to use up some additional disk space in order to build the lighting, can you see how much space is left on your hard drive?
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                            Comment


                              #15
                              Originally posted by DotCam View Post
                              Can you confirm whether is running out of RAM or running out of Disk space memory?

                              UE has to use up some additional disk space in order to build the lighting, can you see how much space is left on your hard drive?
                              A ha!

                              I didn't know the light map was using disk space, I always thought it just relied on physical memory alone. I've installed Unreal on an SSD and it's running out of space. At the time of testing, I think it was in the region of 8 - 10 GB free.

                              How would I confirm whether it's disk space memory or physical? It was running about 93% RAM usage, but perhaps that was as a result of running out of disk space?

                              Is Unreal writing an Unreal file or using windows pagefile? I was actually considering moving pagefile to a different drive for this purpose. I've heard some horror stories of doing this, so I want to be sure it's a disk space issue firstly.

                              Somewhat related, the DerivedDataCache is killing my SSD space, is this safe to delete? Furthermore, can I move and set it to write on a different drive?

                              Sorry for the bombardment of questions, and appreciate your help.

                              Comment

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