crash in eevee in rendered mode caused by 'Cube Size' #78096

Closed
opened 2020-06-21 12:33:38 +02:00 by Marcin Twarowski · 6 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14

Blender Version
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f7
also broken: blender-2.90.0 a7f1c68938 windows64

Short description of error
The scene only has some light objects. It crashes immediately when I set 'Cube Size' from 4096 to 2048 in rendered mode. It doesn't crash on a more powerful gtx 1080.

Exact steps for others to reproduce the error

  • Open attached file:
    eevee_crash.blend
  • Switch to 'rendered' mode
  • Change 'Cube Size' under 'Shadows' to 2048
    image.png

blender_debug_output.txt
blender_system_info.txt

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 **Blender Version** Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: `211b6c29f7` also broken: blender-2.90.0 a7f1c68938f9 windows64 **Short description of error** The scene only has some light objects. It crashes immediately when I set 'Cube Size' from 4096 to 2048 in rendered mode. It doesn't crash on a more powerful gtx 1080. **Exact steps for others to reproduce the error** - Open attached file: [eevee_crash.blend](https://archive.blender.org/developer/F8634906/eevee_crash.blend) - Switch to 'rendered' mode - Change 'Cube Size' under 'Shadows' to 2048 ![image.png](https://archive.blender.org/developer/F8634909/image.png) [blender_debug_output.txt](https://archive.blender.org/developer/F8634916/blender_debug_output.txt) [blender_system_info.txt](https://archive.blender.org/developer/F8634915/blender_system_info.txt)

Added subscriber: @MarcinTwarowski

Added subscriber: @MarcinTwarowski

Added subscriber: @ronsn

Added subscriber: @ronsn

@MarcinTwarowski The Memory usage increases if you set the Cube Size under Shadows to a higher value. Are you sure to set it from 4096 down to 2048? Or vice versa?

@MarcinTwarowski The Memory usage increases if you set the *Cube Size* under *Shadows* to a higher value. Are you sure to set it from 4096 down to 2048? Or vice versa?

Added subscriber: @fclem

Added subscriber: @fclem

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Clément Foucault self-assigned this 2020-06-22 13:06:15 +02:00

The issue is that even 2048 cubemap is still a lot if you have many lights.
GPUTexture: create : TEXTURE_2D_ARRAY, DEPTH_COMPONENT24, w : 2050, h : 2050, d : 84, comp : 1, size : 1009.97 MiB
Here the texture is allocated with 84 shadow faces (so 14 point lights) but this number is not the real number as there is padding added by the driver so actual memory usage is likely to be higher. And given your GPU you are likely to only have 1 or 2 GB or VRAM so it's an out of memory error.

That said it's strange that the 4K texture gets allocated correctly in the first place (as it requires +4GB):
GPUTexture: create : TEXTURE_2D_ARRAY, DEPTH_COMPONENT24, w : 4098, h : 4098, d : 84, comp : 1, size : 4035.94 MiB

Maybe it's because it is not used directly until you change the texture resolution.

The issue is that even 2048 cubemap is still a lot if you have many lights. `GPUTexture: create : TEXTURE_2D_ARRAY, DEPTH_COMPONENT24, w : 2050, h : 2050, d : 84, comp : 1, size : 1009.97 MiB` Here the texture is allocated with 84 shadow faces (so 14 point lights) but this number is not the real number as there is padding added by the driver so actual memory usage is likely to be higher. And given your GPU you are likely to only have 1 or 2 GB or VRAM so it's an out of memory error. That said it's strange that the 4K texture gets allocated correctly in the first place (as it requires +4GB): `GPUTexture: create : TEXTURE_2D_ARRAY, DEPTH_COMPONENT24, w : 4098, h : 4098, d : 84, comp : 1, size : 4035.94 MiB` Maybe it's because it is not used directly until you change the texture resolution.
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Reference: blender/blender#78096
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