2022.1.21 30x24k crash after finisx1.6 #95104

Open
opened 2022-01-21 10:17:16 +01:00 by fxzt · 8 comments

2022.1.21_HK_tree.crash.txt

{F12814049}System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-20 22:26, hash: 5fca280c80
Worked: (newest version of Blender that worked as expected)

Short description of error
超过20K高分辨 仍旧在GPU渲染完成后崩溃
More than 20K high resolution,Still crashes after GPU rendering is complete
但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃
But when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

[2022.1.21_HK_tree.crash.txt](https://archive.blender.org/developer/F12814050/2022.1.21_HK_tree.crash.txt) {[F12814049](https://archive.blender.org/developer/F12814049/2022.1.21_blender_debug_output.txt)}**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-20 22:26, hash: `5fca280c80` Worked: (newest version of Blender that worked as expected) **Short description of error** 超过20K高分辨 仍旧在GPU渲染完成后崩溃 More than 20K high resolution,Still crashes after GPU rendering is complete 但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃 But when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur. **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]
Author

Added subscriber: @fxzt

Added subscriber: @fxzt

Added subscribers: @Sergey, @deadpin

Added subscribers: @Sergey, @deadpin

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

This one is slightly different but it's from the same vector. It is Out of Memory again on a 9.3gb allocation (21600x27000x16 --> null is returned from the allocator). Could this be a Windows problem?

CC @Sergey

From the debug output:

I0119 12:17:23.200428 11364 device_impl.cpp:538] Mapped host memory limit set to 124,428,271,616 bytes. (115.88G)
...

Mode: Background
Resolution: 21600x27000
...


Calloc returns null: len=9331200000 in Combined, total 480690456
aligned_malloc returns null: len=9331200000 in Cycles Alloc, total 480690456
This one is slightly different but it's from the same vector. It is Out of Memory again on a 9.3gb allocation (21600x27000x16 --> null is returned from the allocator). Could this be a Windows problem? CC @Sergey From the debug output: ``` I0119 12:17:23.200428 11364 device_impl.cpp:538] Mapped host memory limit set to 124,428,271,616 bytes. (115.88G) ... Mode: Background Resolution: 21600x27000 ... Calloc returns null: len=9331200000 in Combined, total 480690456 aligned_malloc returns null: len=9331200000 in Cycles Alloc, total 480690456 ```

@deadpin, you need to have enough memory to hold the result (including all the passes). If the memory is almost filled up malloc can return nullptr.

@deadpin, you need to have enough memory to hold the result (including all the passes). If the memory is almost filled up `malloc` can return `nullptr`.
Author

内存有40G空余
40G of memory is available.

内存有40G空余 40G of memory is available.

Depending on a feature set (this is why it is important to provide .blend file) I can see how those 40 gigabytes are filled in. For example, with default settings of adaptive sampling and denoising you'll have the following passes: noisy image, denoised combined, albedo, normal, sample count, and adaptive sampling auxiliary pass. Those add up to 41 gigabytes. On top of that, denoising will require extra memory to "resolve" adaptively sampled input passes.

Depending on a feature set (this is why it is important to provide .blend file) I can see how those 40 gigabytes are filled in. For example, with default settings of adaptive sampling and denoising you'll have the following passes: noisy image, denoised combined, albedo, normal, sample count, and adaptive sampling auxiliary pass. Those add up to 41 gigabytes. On top of that, denoising will require extra memory to "resolve" adaptively sampled input passes.
Philipp Oeser removed the
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Render & Cycles
label 2023-02-09 14:03:22 +01:00

@fxzt Is this still an issue for you in Blender 4.0?

@fxzt Is this still an issue for you in Blender 4.0?
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Reference: blender/blender#95104
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