Rendering time increasing when Viewport Shading in Rendered mode after it stop to compute #82917

Closed
opened 2020-11-22 10:48:18 +01:00 by Eugene Du · 8 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: 3e85bb34d0 also 2.83.5

Short description of error
Rendering time increasing when Viewport Shading in Rendered mode after it stop to compute.

Exact steps for others to reproduce the error
Test scene
https://cloud.blender.org/p/gallery/5f4cd4441b96699a87f70fcb

  1. Make sure you use only GPU in Pref - System - CUDA
  2. Switch Render Engine to Cycles - GPU Compute
  3. Change View to Solid this time and hit F12.
  4. Remember rendering time.
  5. Change View to Rendered.
  6. Wait until it stop to compute in viewport and then
  7. Hit F12 and watch how rendering become slow…

Results:
2.83.5 - F12 from Solid View - Rendering Time - 3:29
2.83 test1.png

2.83.5 - F12 from Rendered View (after it stop to compute) - Rendering Time - 5:47
2.83 test2.png

2.90.1 - F12 from Solid View - Rendering Time - 3:28
2.90.1 test1.png

2.90.1 - F12 from Rendered View (after it stop to compute) - Rendering Time - 5:46
2.90.1 test2.png

if you already know about this issue, you can make a checking when pressing F12, if in Solid view then render, if Rendered view then go to Solid and render.

In some cases, I don't know yet how to reproduce, rendering time become insane like this
test2.png

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 **Blender Version** Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: `3e85bb34d0` also 2.83.5 **Short description of error** Rendering time increasing when Viewport Shading in Rendered mode after it stop to compute. **Exact steps for others to reproduce the error** Test scene https://cloud.blender.org/p/gallery/5f4cd4441b96699a87f70fcb 0. Make sure you use only GPU in Pref - System - CUDA 1. Switch Render Engine to Cycles - GPU Compute 2. Change View to Solid this time and hit F12. 3. Remember rendering time. 4. Change View to Rendered. 5. Wait until it stop to compute in viewport and then 6. Hit F12 and watch how rendering become slow… Results: 2.83.5 - F12 from Solid View - Rendering Time - 3:29 ![2.83 test1.png](https://archive.blender.org/developer/F9353392/2.83_test1.png) 2.83.5 - F12 from Rendered View (after it stop to compute) - Rendering Time - 5:47 ![2.83 test2.png](https://archive.blender.org/developer/F9353397/2.83_test2.png) 2.90.1 - F12 from Solid View - Rendering Time - 3:28 ![2.90.1 test1.png](https://archive.blender.org/developer/F9353402/2.90.1_test1.png) 2.90.1 - F12 from Rendered View (after it stop to compute) - Rendering Time - 5:46 ![2.90.1 test2.png](https://archive.blender.org/developer/F9353404/2.90.1_test2.png) if you already know about this issue, you can make a checking when pressing F12, if in Solid view then render, if Rendered view then go to Solid and render. In some cases, I don't know yet how to reproduce, rendering time become insane like this ![test2.png](https://archive.blender.org/developer/F9353433/test2.png)
Author

Added subscriber: @APEC

Added subscriber: @APEC
Author

just tested 2.91 and it's the same

just tested 2.91 and it's the same
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

Even when the viewport is finished rendering it still keeps all data around for quick scene updates. This means that memory on the GPU is still allocated. Could it be that in your test your RAM or GPURAM is full so it needs to swap? Or doesn't have enough head room to optimize.

Even when the viewport is finished rendering it still keeps all data around for quick scene updates. This means that memory on the GPU is still allocated. Could it be that in your test your RAM or GPURAM is full so it needs to swap? Or doesn't have enough head room to optimize.
Author

Yes you are right! Didn't even think about it ...
VRAM for Eevee is 1.6/4Gb
VRAM for Cycles is 3.6/4Gb

This is why I recommend adding a check if the VRAM is less than half, then free it by switching to Solid view before rendering to prevent this issue.
Hope developers before close this task add reminder to their notes TODO.

Yes you are right! Didn't even think about it ... VRAM for Eevee is 1.6/4Gb VRAM for Cycles is 3.6/4Gb This is why I recommend adding a check if the VRAM is less than half, then free it by switching to Solid view before rendering to prevent this issue. Hope developers before close this task add reminder to their notes TODO.

Added subscriber: @iss

Added subscriber: @iss

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

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

@APEC Thank you for report. Currently we don't consider out of memory situations to be a bug. Since this is design feature rather than limitation I don't think we can classify this as known issue either.

@Jeroen-Bakker feel free to reopen as known issue if you disagree with me.

@APEC Thank you for report. Currently we don't consider out of memory situations to be a bug. Since this is design feature rather than limitation I don't think we can classify this as known issue either. @Jeroen-Bakker feel free to reopen as known issue if you disagree with me.
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Reference: blender/blender#82917
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