I just bought a RTX 3090 24GB so I could render more demanding scenes with the pathtracer. My issue is that my system start using the shared memory instead of the dedicated memory and crashes from it.
I have a fairly simple scene here with a cabinet and an otherwise empty scene. All textures are 4k or below and I’m upscaling 150% with a 4k rendering resolution. Running 5k samples as you can see here:
Shortly after this screenshot I get the “out of video memory trying to allocate a texture” error while there is about 8GB of VRAM left.
Have anyone encountered this? I have tried this in the windowsengine.ini:
[TextureStreaming]
; PoolSizeVRAMPercentage is how much percentage of GPU Dedicated VRAM should be used as a TexturePool cache for streaming textures (0 - unlimited streaming)
PoolSizeVRAMPercentage=0
I think so too. The thing that seemed to cause the crash was because I used to many spatial samples in relation to temporal samples. I brought down the spatial samples and after that I could render with 50k samples in total. Great!
What do you mean by “using the memory from SSD”?
In the name of learning - what do you mean by “the best thing that can happen to you is the system using shared memory!”?. Why would I not want Unreal to max out the VRAM?
Okey I will definitely try this. What does this do, why would I use those values and why would I not use the line that I used?