Blender Cycles "Launch failed in CUDA queue copy from device (integrator_intersect_shadow)" #93046
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Reference: blender/blender#93046
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System Information
Operating system: Windows 10
Graphics card: RTX 3070Ti
Blender Version
3.0 Beta and 2.93.4
Short description of error
The Viewport Render (Optix) shows errors like
Launch failed in CUDA queue copy from device (integrator_intersect_shadow)
or closes Blender instantly. This happens randomly in a few minutes. I think its the Principled Volume in Experimental in combination with displacement...Exact steps for others to reproduce the error
Note:
Ufo über Wald, straße (all files).blend
appears to be the best file to test with.#93046 - Simplified File.blend
does appear to work, at least in the case of @Alaska, but it seems to behave differently from the original file for the system of the original reporter.Ufo über Wald, straße (all files).blend
#93046 - Simplified File.blend
A Google Drive link to both of these files can be found here. This link is supplied as it may be faster to download it from there then from this site: https://drive.google.com/drive/folders/156XaW2bqIcwOD3VZl32zUdpeC7KrAgbl?usp=sharing
Added subscriber: @Immsen
Added subscriber: @Alaska
Changed status from 'Needs Triage' to: 'Needs User Info'
Having exact steps to reproduce, or a file we can investigate would be really helpful. Are you able to provide those?
It's also entirely possible you're experiencing issues with outdated drivers, are you able to upgrade to the latest driver and see if that helps? https://www.nvidia.com/Download/index.aspx
Ufo über Wald, straße (all files).blend Yes, i have the latest driver. No problem, here is the file. Mainly with 3.0 Beta...
I personally could not reproduce the errors you're seeing. However that could be down to me using Linux and different GPU drivers to you.
However, I did notice something odd while testing this scene. While rendering in the viewport the entire GUI of my system will freeze. Not just Blender, but everything GUI related including other apps and my desktop environment. This might be the same issue you're experiencing, but manifesting in some other form.
Note: This issue does NOT happen when using CUDA and it doesn't happen with OptiX if the volumetrics are removed. It also doesn't happen if certain parts of the scene is removed. Final renders also doesn't appear to show this issue.
Here's a video demonstrating the freezing. Whenever the video freezes, so did my systems GUI.
Freezing during viewport rendering.mp4
System Information
Operating system: Linux-5.14.0-4-amd64-x86_64-with-glibc2.32 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44
Blender Versions:
3.1.0 Alpha, branch: master, commit date: 2021-11-13 03:05, hash:
ab9ec193c3
3.0.0 Beta, branch: master, commit date: 2021-11-05 22:17, hash:
7a5b8cb202
@Immsen if possible are you able to reduce the complexity of the file down to just the required objects to reproduce the issue? Also, what are the exact steps to reproduce the issue? Enable viewport rendering with OptiX and just do things until the error occurs?
blender launch failed in Cuda queue copy from device (integrator intersect schadow)to Blender Cycles "Launch failed in CUDA queue copy from device (integrator_intersect_shadow)"Changed status from 'Needs User Info' to: 'Confirmed'
I have simplified the scene and added some extra information to the task.
I am also marking as confirmed.
System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits (Windows 11)
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49
Blender version tested: Blender 3.0 Master
bd734cc4419a
I have tested the simple file. Now its not showing the text (Launch failed in CUDA queue....) but the screen turn black for a second again and again, then crash blender with a big black Screen. The video below.
And yes , without Principled Volume the error doesnt happend...Film 4.mp4
A quick question. In your report you list both Blender 2.93.4 and Blender 3.0 there. Is that because you can reproduce the issue in both versions? Or is the issue only reproducible in Blender 3.0?
I'm personally unable to reproduce any issues with Blender 2.93.4 on Linux.
I´m not shure. The first time the project crash in 2.93 too in a short test. Today only in 3.0.
Since it seems to be significantly more common in Blender 3.0, I will take this as a regression and mark the priority as "High".
Added subscriber: @Sergey
I can see unexpected hiccups during rendering. Co-incidentally they happen while intersect shadow kernel is scheduled.
Forgot to assign to self. Doing deeper investigation right now.
Added subscriber: @Raimund58
Added subscriber: @pmoursnv
There seems to be an issue in OptiX when specific combination of starting point and ray length causes a slowdown. Here is a repro case I've ended up with:
P2600: (An Untitled Masterwork)
Applying this patch and rendering any scene with transparent shadow goes super slow. For example, I've been rendering the
classroom.blend
scene on OptiX with this patch applied and it was taking a very long time per sample (point is: slowdown is not dependent on scene).I've used an uint-as-float trick to have enough precision when assigning values. There are readable floating point values in the comments.
Lowering
t
to 100 makes rendering super fast again (the render does not contain any shadow, but this is expected due toreturn false;
which I've used to have predictable result of render regardless of what values are passed to theoptixTrace
.Such huge values are coming from equiangular volume sampling which happens over an infinite ray (ray with length of
FTL_MAX
). In the case of the .blend file from this report we might be able to tweak some termination/power heuristics and avoid shading points so far away, but it is not possible to avoid big numbers in all cases (i,e, there could be a cloud far away in a sparse atmosphere).@pmoursnv, Can you help investigating the issue from your side? Is it some numeric stability which leads to
inf
values causing OptiX to traverse all the nodes?The problem here is the distance the ray travels before it can hit something. Essentially more nodes along the ray path are checked the further away the ray started at currently, to avoid precision issues. In this case the ray is so far away from any object in the scene, that a majority of the nodes in the scene are traversed, as you suspected, which takes a long time (primarily limited by the bandwidth required to transfer all that acceleration structure memory to the chip, rather than just a couple nodes as usual).
There are ways to get around this problem for now:
t
to some reasonable value and if nothing was hit, trace a new ray that starts at the end of the last one, and so on, until the originalt
is reached).Added subscriber: @brecht
For the issue with this particular .blend file, I think we should not be doing uniform sampling for distant lights + world volumes. For a finite sized volume it makes sense, but over such a long distance there is no point, anything so far away is not going to contribute.
There are other cases where such positions happen. Even with distance sampling, if the density is very low you can still end up arbitrarily far away. I'm not sure if that's common enough to add a check for this. I don't remember a report like this before, though this is probably the kind of thing that people might not report even if they do notice it. Hard to say if it's worth fixing.
I don't think splitting up the ray is really going to be faster, that's going to be a lot of segments for a distance this large?
Clipping the ray to the scene bounding box seems like the most practical solution. We'd need to be careful to ensure the recorded intersection distances are adjusted accordingly, if we do it isolated in the scene intersection function. Doing it on the ray in the integrator state may also be possible, but then we need to be careful to set
sd->ray_length
andmis_ray_t
to the appropriate values.This issue was referenced by blender/cycles@341b77e558
This issue was referenced by
1b686c60b5
Changed status from 'Confirmed' to: 'Resolved'
Added subscriber: @omerati54
Hi!
After using Blender for the lasy year, i was always having this optix and CUDA issues. I have Intel 10700KF and RTX 3070.
I saw someone pointed here that this issue is something that you cant figure if its a specific scene problem or a common issue, but for the last half a year im having this kind of problem.
and of course a lot of optix and cuda issues. almost every render im trying to achieve is having this issue wich causes me to keep my work in my drawer, tho i love blender.
ill be the happiest man alive if this issue will get figured!
@omerati54 If you still encounter this issue, please open a new bug report. If you haven't updated Blender yet, you should do it before opening a new bug report.