Luxury summer yacht : How heavy on vram ?

NaviNavi Posts: 454

Hello, I was wondering if somebody who owns that set could share some basic infos on that point ? It looks really good, and it's almost in the cart, but I wonder if it can be used on a 4gb vram gpu, will there be memory left for characters, etc ? The size of the ship and number of textures on the boat alone make me worried.

Thanks :)

Comments

  • MattymanxMattymanx Posts: 6,997

    I dont have it but looking at the product, its has 188 textures.  Textures will take up the most the most amount of vram.  However, it also states that it can be loaded in presets so only part of the boat will load up instead of the whole thing.  If push comes to shove, you can always use shaders that are not texture dependant on certain surfaces depending on how the surfaces are set up.

  • thd777thd777 Posts: 945

    The ship by itself (without theadditional furniture) clocks in at 6 Gb VRAM use in Iray and at 4.5 Gb in Octane.

    Ciao

    TD

  • FSMCDesignsFSMCDesigns Posts: 12,844

    188 textures is total overkill IMO. There seems to be to many models coming out lately with little to no regard of users systems and the fact most will also be adding figures, clothing and hair to the scene which is a bit irresponsible IMO

  • NaviNavi Posts: 454
    Mattymanx said:

    I dont have it but looking at the product, its has 188 textures.  Textures will take up the most the most amount of vram.  However, it also states that it can be loaded in presets so only part of the boat will load up instead of the whole thing.  If push comes to shove, you can always use shaders that are not texture dependant on certain surfaces depending on how the surfaces are set up.

    Thank you Mattymanx ;) , yes it seems there are 4 presets but I can't guess how the look and how useable they would look, in term of camera field.

  • NaviNavi Posts: 454
    thd777 said:

    The ship by itself (without theadditional furniture) clocks in at 6 Gb VRAM use in Iray and at 4.5 Gb in Octane.

    Ciao

    TD

    Thanks a lot thd777 for the precise info, exactly what I was hoping - but much more vram that I was hoping, though, heh ;) . But at least, I know, thanks a lot for that !

  • NaviNavi Posts: 454

     There seems to be to many models coming out lately with little to no regard of users systems and the fact most will also be adding figures, clothing and hair to the scene which is a bit irresponsible IMO

    For such a huge ship like that one, I don't know, but yes, I wish there were more infos on vram use on product pages, since this is a determinant point with Iray and GPU limits. Sooner today, I've got a hair prop that's using about 3.5 Gb of vram on itself, without the character Oo ... That kind of thing would deserve a note or warning on the store page, I think.

  • NorthOf45NorthOf45 Posts: 5,696

    There are tools to reduce texture loads by reducing the resolution of the bitmaps, both free scripts and products for sale (well, at least one, Scene Optimizer). Products are only going to get bigger, I fear, so instead of limiting yourself, maybe invest some time and maybe a few dollars in something that will let you potentially use any product. There are threads dedicated to reducing the GPU load with various strategies (not that we should have to do that, but not everyone is on the bleeding edge). Sorry, I don't have the patience to look for them again, forum search is weak, but external engines might be better at finding something relevant on the topic.

  • NaviNavi Posts: 454
    NorthOf45 said:

    There are tools to reduce texture loads by reducing the resolution of the bitmaps, both free scripts and products for sale (well, at least one, Scene Optimizer). Products are only going to get bigger, I fear, so instead of limiting yourself, maybe invest some time and maybe a few dollars in something that will let you potentially use any product. There are threads dedicated to reducing the GPU load with various strategies (not that we should have to do that, but not everyone is on the bleeding edge). Sorry, I don't have the patience to look for them again, forum search is weak, but external engines might be better at finding something relevant on the topic.

    Thans for the tip NorthOf45, I've heard about some of these tools, and I've probably seen some of the threads you are refering to, will try to search for them again, in case I forgot some of these strategies :) (this is very likely, because I never manage to reduce VRAM use for hair props, for some reasons, working on textures, playing with Subd level, never has any effect, unlike other props, like environments).

  • hacsarthacsart Posts: 2,034

    "No, no, no - it's spelled  Luxury Yacht, but it's pronounced 'Throatwarbler Mangrove'."

    Sorrry - Couldn't resist!!

     

  • FSMCDesignsFSMCDesigns Posts: 12,844
    NorthOf45 said:

    There are tools to reduce texture loads by reducing the resolution of the bitmaps, both free scripts and products for sale (well, at least one, Scene Optimizer). Products are only going to get bigger, I fear, so instead of limiting yourself, maybe invest some time and maybe a few dollars in something that will let you potentially use any product. There are threads dedicated to reducing the GPU load with various strategies (not that we should have to do that, but not everyone is on the bleeding edge). Sorry, I don't have the patience to look for them again, forum search is weak, but external engines might be better at finding something relevant on the topic.

    I have the tools, but that is not the point. I am a modeler and develop addons for video games. Many games have set limits for how things are designed in order for addons to not cause issues and performance problems within the game. I see no reason why addons for DS can't have simliar rules to follow to save users from performance and resource issues as well.

  • NorthOf45NorthOf45 Posts: 5,696

    I fully support that position, products should have reasonable requirements, or at least include the means to to mitigate them. Some PA's used to include a "low-impact" version for those with limited computing resources, but it's been a while. So, now that all this bloat is out there, what to do with it? If you need (want) to use it, and you can't, quoting requirements and specifications won't resolve the situation. I am merely suggesting there are ways to get past the limitations.

  • hphoenixhphoenix Posts: 1,335
    hacsart said:

    "No, no, no - it's spelled  Luxury Yacht, but it's pronounced 'Throatwarbler Mangrove'."

    Sorrry - Couldn't resist!!

     

    Monty Python reference!  "Stop that!  Silly."

  • MattymanxMattymanx Posts: 6,997
    Navi said:

     There seems to be to many models coming out lately with little to no regard of users systems and the fact most will also be adding figures, clothing and hair to the scene which is a bit irresponsible IMO

    For such a huge ship like that one, I don't know, but yes, I wish there were more infos on vram use on product pages, since this is a determinant point with Iray and GPU limits. Sooner today, I've got a hair prop that's using about 3.5 Gb of vram on itself, without the character Oo ... That kind of thing would deserve a note or warning on the store page, I think.

     

    The other day I had to go through all my hairs from a certain PA and reduce all the maps down to 1K as i could not render a scene with 4 girls each wearing a differnt hair.  I honestly saw no difference in the end with quality.  I did have to pay attention to how I resized it and had to do it by percentage so that I would not accidently resize some of them wrong as they were not all square.

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