Memory usage problem in 2.77 #47975

Closed
opened 2016-03-28 03:49:33 +02:00 by Samuel Penning · 13 comments

System Information
Windows 10 Home 64bit
Version: 1511
OS Build 10586.164
Intel Core i7-4860HQ
32GB RAM
nVidia GeForce GTX 980m

Blender Version
Broken: 2.77 22a2853

While rendering a scene in Cycles the memory jumps after the first tile is completed. The same scene renders correctly in 2.76b.

Scene is memory intensive and I am somewhat of an amateur at Blender. I've optimized it as best I can to keep it under my GPU memory limits. In 2.76b (and earlier), the memory usage keeps consistently around 2Gb. In 2.77 the memory utilization spikes to over 2.5Gb after the first tile is completed and the render aborts.

**System Information** Windows 10 Home 64bit Version: 1511 OS Build 10586.164 Intel Core i7-4860HQ 32GB RAM nVidia GeForce GTX 980m **Blender Version** Broken: 2.77 22a2853 While rendering a scene in Cycles the memory jumps after the first tile is completed. The same scene renders correctly in 2.76b. Scene is memory intensive and I am somewhat of an amateur at Blender. I've optimized it as best I can to keep it under my GPU memory limits. In 2.76b (and earlier), the memory usage keeps consistently around 2Gb. In 2.77 the memory utilization spikes to over 2.5Gb after the first tile is completed and the render aborts.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @SamuelPenning

Added subscriber: @SamuelPenning

Added subscriber: @mib2berlin

Added subscriber: @mib2berlin

Hi, then please attach the scene. :)

Mib

Hi, then please attach the scene. :) Mib

Added subscribers: @Sergey, @mont29

Added subscribers: @Sergey, @mont29

Indeed. Also, please note there were some changes in GPU kernel which (iirc) could lead to more memory usage, @Sergey should know better though.

Indeed. Also, please note there were some changes in GPU kernel which (iirc) could lead to more memory usage, @Sergey should know better though.
Author

I'll be happy to oblige, though this project represents nearly a year's worth of work and I would very much prefer to not circulate it publicly. Is there any way that I can post it somewhere privately?

I'll be happy to oblige, though this project represents nearly a year's worth of work and I would very much prefer to not circulate it publicly. Is there any way that I can post it somewhere privately?

Added subscriber: @brecht

Added subscriber: @brecht

Almost always it's possible to isolate the problem in a simplified scene. You can make a copy of the .blend and keep removing things, replacing meshes, materials, etc, while ensuring the memory increase after the first tile still happens. Usually you then end up with a .blend that has no value besides demonstrating the bug. This is how us developer would start debugging the problem anyway.

If it's not possible to isolate the problem like that, you could send the scene to brecht@blender.org.

Almost always it's possible to isolate the problem in a simplified scene. You can make a copy of the .blend and keep removing things, replacing meshes, materials, etc, while ensuring the memory increase after the first tile still happens. Usually you then end up with a .blend that has no value besides demonstrating the bug. This is how us developer would start debugging the problem anyway. If it's not possible to isolate the problem like that, you could send the scene to brecht@blender.org.
Author

That makes sense.

I've tried removing elements but there doesn't appear to be any common thread to the memory swell. If the initial tile weighs in around 2gb memory, then the memory grows violently when it attempts to start the second tile. If the memory for the first tile is less than 2gb it stays low the whole time.

I'll keep tinkering with it to see if I can further triangulate but in the meantime I'll shoot a copy your way. I'm curious to learn if it misbehaves for you as well.

That makes sense. I've tried removing elements but there doesn't appear to be any common thread to the memory swell. If the initial tile weighs in around 2gb memory, then the memory grows violently when it attempts to start the second tile. If the memory for the first tile is less than 2gb it stays low the whole time. I'll keep tinkering with it to see if I can further triangulate but in the meantime I'll shoot a copy your way. I'm curious to learn if it misbehaves for you as well.

I tried the file on Windows 10 with a GTX 960, NVidia driver version 364.72. But I can't reproduce the problem. GPU memory usage stays fixed at 2047 MB during the entire render, both in Blender 2.76b and 2.77.

For memory usage, are you looking at what Blender reports in the render window, or using another application like GPU-Z?

Can you try rendering with File > Load Factory Settings (only re-selecting the GPU render again in the user preferences), to see if there is any addon or setting that influences this?

The pixel memory usage for a single tile in this file is much smaller than 500MB (around 15MB), so even if two tiles were in memory at the same time, that should not cause such a big spike. I'm not sure where else Cycles could be allocating GPU memory, normally only memory for tile pixels is allocated once rendering has started.

If we are talking about total GPU memory instead of only memory used by this one specific render (only visible in something like GPU-Z, not reported by Cycles), then there are some other things that could causes more memory usage during the render. Though still I don't know where that would be right when Cycles transitions to the second tile.

I tried the file on Windows 10 with a GTX 960, NVidia driver version 364.72. But I can't reproduce the problem. GPU memory usage stays fixed at 2047 MB during the entire render, both in Blender 2.76b and 2.77. For memory usage, are you looking at what Blender reports in the render window, or using another application like GPU-Z? Can you try rendering with File > Load Factory Settings (only re-selecting the GPU render again in the user preferences), to see if there is any addon or setting that influences this? The pixel memory usage for a single tile in this file is much smaller than 500MB (around 15MB), so even if two tiles were in memory at the same time, that should not cause such a big spike. I'm not sure where else Cycles could be allocating GPU memory, normally only memory for tile pixels is allocated once rendering has started. If we are talking about total GPU memory instead of only memory used by this one specific render (only visible in something like GPU-Z, not reported by Cycles), then there are some other things that could causes more memory usage during the render. Though still I don't know where that would be right when Cycles transitions to the second tile.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-04-08 17:28:18 +02:00

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Reference: blender/blender#47975
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