Video Memory has been Exhausted when edit layers is selected

Hi, this happens when I click enable edit layers, my landmass is huge (64 km x 64 km) I get an error “video memory has been exhausted” and everything slows right down I have a RTX3080 ti so not sure why this is happening, I see people work on even bigger maps then I have

I think it mostly happens when I add a material to the landmass and an Ocean, any idea’s why this happens and if there a a fix?

I’m sure there should be a fix as people work with bigger maps then mine, lol

Hey there @Gigasoft! So this is a bit of a fun one, it’s recommended when you generate large maps to enable edit layers on generation due to how much overhead it can have if you already have materials and brushes attempting to change the height maps.

What’s happening is that while the map itself is changing over, it’s creating images to be the layers for each of the height maps/brushes it needs. So it turns your default map into the base, adds a layer for water, then adjusts the water layer. On a massive map that’s being rendered all at once this can be a bit of a struggle. Once the map is successfully over to edit layers, you should be able to save and change level, this should clear any held up Memory and Vram, then come back. You may need to reduce your draw distance as well depending, or even pause rendering in the viewport while you’re doing this to maximize your Vram usage while all of the operations are running.

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Hi, I left it over night and still the same, also how do I pause rendering in the viewport?

It should only take the edge off, it probably won’t stop you from topping off. Though it’s worth a shot, maybe raising the TDR so it can lag a bit more before it takes out the rendering thread might mitigate it. I’m looking into a better solution for this at the moment, trying to see where the bulk of the GPU weight is hitting to see if we can get over that hump and let the rest process.

You can follow the TDR guide here for that if you wish.

You could also drop to DX11 (if you are on DX12) and get a bit more GPU overhead while you complete that operation. Then change back afterwards (though this will trigger a shader rebuild both times).

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It slows me down when working with terrain
image


Hey there @Stiff1337! Welcome to the community! May I know your specs and the size of the landscape in question?