Cycles particle system render crashes GPU #43819

Closed
opened 2015-02-26 05:11:39 +01:00 by Andy Bay · 4 comments

System Information
Windows 8.1
Tested on two different computers, other one had GTX 650 and other GTX 970

Blender Version
2.73a

Short description of error
Trying to render a Cycles scene with a large number of particles results in a GPU crash and the following error: Cuda-error-launch-exceeded-timeout-in-cuCtxSynchronize()

Here is a Blender artist discussion:
http://blenderartists.org/forum/showthread.php?360254-Cuda-error-launch-exceeded-timeout-in-cuCtxSynchronize()

Exact steps for others to reproduce the error
Here is a .blend (sorry about the large size, couldn't figure out how to repeat the bug on a smaller fiel):
https://www.dropbox.com/s/m02r5yes29xkbcu/butterfly%20particles%20008.blend?dl=0

**System Information** Windows 8.1 Tested on two different computers, other one had GTX 650 and other GTX 970 **Blender Version** 2.73a **Short description of error** Trying to render a Cycles scene with a large number of particles results in a GPU crash and the following error: Cuda-error-launch-exceeded-timeout-in-cuCtxSynchronize() Here is a Blender artist discussion: http://blenderartists.org/forum/showthread.php?360254-Cuda-error-launch-exceeded-timeout-in-cuCtxSynchronize() **Exact steps for others to reproduce the error** Here is a .blend (sorry about the large size, couldn't figure out how to repeat the bug on a smaller fiel): https://www.dropbox.com/s/m02r5yes29xkbcu/butterfly%20particles%20008.blend?dl=0
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Geminoidi

Added subscriber: @Geminoidi

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-02-26 09:31:04 +01:00

Your scene is just too complex to be rendered on the same GPU as what is used for display. There are two reasons for that:

Workaround could be to try reducing the tile size or limiting number of bounces, but you'll hit timeout sooner ot later anyway. In order to use GPU without worrying about timeouts you need to have dedicated display-only GPU, which might be much less powerful than the compute one.

Thanks for the report, but it's just what GPU compute is, we can't change the way it works..

Your scene is just too complex to be rendered on the same GPU as what is used for display. There are two reasons for that: - To prevent totally unresponsive image on the screen CUDA does have it's own timeout on how long the kernel is allowed to run on GPU - On windows it's even more worse because it has additional limits for the GPU, some details re there http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering#The_NVIDIA_OpenGL_driver_lost_connection_with_the_display_driver Workaround could be to try reducing the tile size or limiting number of bounces, but you'll hit timeout sooner ot later anyway. In order to use GPU without worrying about timeouts you need to have dedicated display-only GPU, which might be much less powerful than the compute one. Thanks for the report, but it's just what GPU compute is, we can't change the way it works..
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Reference: blender/blender#43819
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