Cycles - Out of Memory Bug #45629
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Reference: blender/blender#45629
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System Information
Windows 10, 2x 780 GTX
Blender Version
Broken: 2.75a Official
Worked: 2.74 Official
I get this error when attempting to render
CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks , yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)"
I have 3 GB of VRAM available and they are barely filled. What's going on?
Exact steps for others to reproduce the error
One way to get the error is to viewport render then Ctrl+Z to disable it, then press F12 to tile render & after that progressive render again. When attempting to render in the viewport after this error appears. However after I imported some mesh in the scene, error appears each time and now I can't render anything.
Check attached file.
Room 2 .blend
Changed status to: 'Open'
Added subscriber: @00Ghz
After some experiments I discovered that it has something to do with adding an Environmental texture to Background.
Simple test scene was a Suzanne with Subdiv Level 2, a plane and a 8k jpeg image for the Env Map. Also a MIS with 256 resolution.
There is no way that little data can fill over 3GB of VRAM.
Not running any other GPU intensive apps either.
Added subscriber: @ThomasWilmot
I think it has something to do with direct x 12 Unified Memory (Stress: I think)
I have a 4k monitor with 2 2gb 680's, and due to my cards struggling to run the desktop environment, rendering with the gpu on even the simplest scenes wasn't viable on 8.1. However, now that I've moved to Windows 10, I can now once again render on my GPU, however using anything over about 800mb of RAM causes this issue.
Also for me, if you render in the render window, only about a quarter of the tiles render.
Hope this helps :)
Added subscriber: @sindra1961
Blender does not support windows10 officially.
I think that you should report it if the problem seems to still occur when it came to be supported.
Regardless of whether it is or isn't officially supported, I believe that it's still a good idea to report bugs that get encountered, that way the developers know that the bug exists.
@ThomasWilmot:
Do you know this?
NVIDIA's Latest Windows 10 Drivers: Still Too Unstable For Primetime
Blender uses Cuda 6.5, but it does not support windows10.
Which has been launched btw. Maybe it’s time to support it? :)
Will check if older drivers fix this issue.
And I don’t have mobile GPU’s either.
Added subscriber: @ThomasDinges
To clarify, does it work with Blender 2.74 on Windows 10? Or was that tested on a older Windows OS?
Setting to Low for now, likely a driver problem and nothing we can fix right now.
Added subscriber: @MartijnBerger
Are you using an SLI bridge between the 2 cards ?
How much vram is in use before you open up blender ? ( use task manager thingy or GPUZ )
Added subscriber: @JulianEisel
Seems like we are awaiting responses from author - setting to incomplete prio.
Was tested on Win 8.1 for 2.74
Not using SLI bridge.
Around 300-400MB VRAM used if blender is closed.
I installed a GPU driver from March and the error seems to be less frequent now but not gone.
Aaand back to low.
can you see how much ram rendering the default cube is using ?
measure when blender is open but not rendering.. then when it is rendering a 10000 sample default cube.
I think there might be some uvm crap doubling the (hidden) initial memory use for starting a kernel.
Sure.
What kind of render? Viewport or tiled or doesn’t matter?
Also the memory report in the info bar is bugged. It doesn’t seem to want to reset. It keeps reporting more and more memory being used for each repeated action. Even selecting/deselecting or repeated renders seem to get the reported memory to over 6GB....
Any idea how to get an accurate report?
That article is almost 5 months old now and refers to both laptop GPU's and experimental drivers, not desktop cards nor WHQL drivers :)
In relation to Martijn, I'm using an SLI bridge. When Blender is open, my cards use about 1730MB when not rendering, and when blender is closed, it uses about 1450. When I render, GPUz says I'm using -4191913MB, so, um... yeahhh, not real sure whats going on there :P
I tried changing my resolution to 1080p, and my cards only use about 1030MB without blender open, and when I replicate the bug, I can get to a higher RAM usage before the bug appears.
I don't really understand how GPU memory works, or how CUDA handles it, but is it possible that it's filling up the memory on one card, trying to move it to the other card and then running into a pointer issue, or something of the like?
Can confirm that the error occurs on Blender 2.74 on Windows 10.
Blender can and will only report the 4th kind of ram use. The other kinds we cannot report per category as the API to do detailed GPU ram usage is obviously only useful for pro's that buy $4000 quadro's
Changed status from 'Open' to: 'Archived'
You're using Experimental kernel which is rather really memory hungry due to the kernel itself and the per-thread stack memory it needs.
With "regular" kernel i was able to render with gtx580 which has 3gig of ram here, but it was reallty bouncing on the memory limit threshold.
Proper solution for avoiding huge kernel/stack memory overhead is to go microkernels (similar to what AMD was doing with OpenCL), but wrapping that stuff up and making it working on CUDA will take a bit of a time.
So thanks for the report, but it's not really a bug, just optimization which we need to do in the kernel.