Medieval Village Construction Kit Memory Problem

Ref: https://www.daz3d.com/medieval-village-construction-kit

I bought this recently and love the models.

I am having a problem with rendering more than a couple of houses in one scene. Is this to be expected?

What I was hoping to do was have several in one scene to create the feel of a village - which I think was the idea behind this asset.

I used GPU-Z to see the memory use. I found that three of the presets will not render.

I have a nvidia rtx 4070 super (12GB).

Anything I can do?

Thanks.

Comments

  • I just ran some render tests on my p40(24GB) and those building presets are coming in at 5-19GB of total vram uage at render.

    Unfortunately, this is normal with these kinds of sets. They use a lot of individual pieces instead of a single construct, so you wind up with way more polygons and surfaces than might otherwise be required for a similar building..

    About the only thing you can do, is to remove unused items and/or reduce texture sizes.

    You can try exporting and reimporting the preset as a single OBJ, but that might not wind up saving all that much vram.

     

  • I have a 32 GB card and it was using nearly 60% of memory with three buildings loaded, dropped back to under a quarter when I closed the render window - so that was about a third of 32 GB for three buildings. Running out on a 12 GB card sounds about right.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,441

    I stopped buying his stuff as too heavy 

    not so much a criticism as a sad fact of my hardware shortcomings 

  • Hmm, yeah - would have helped if there was some extra information about resources needed to actually do anything useful with it.

    Thanks for the comments.

    Does anyone think this may help: https://www.daz3d.com/scene-optimizer

    I am keen to use them since I bought them, otherwise I just wasted my money.

  • LeanaLeana Posts: 12,902

    Reducing texture size with Scene optimizer will indeed reduce the VRAM used. If you have it, Instancify might also help reducing the number of polygons if there are objects reused several times.

    Removing parts which are not visible would also reduce the load.

  • Widdershins StudioWiddershins Studio Posts: 565
    edited February 25

    Thanks for the tip :)

    Something is not adding up - I can load and render Stonemason's: https://www.daz3d.com/the-streets-of-the-medieval

    Scene Info panel tells me there are about 1 million faces in his whole village scene. GPU RAM usage goes to about 6000MB and it renders after a few seconds.

    Going back to the problem individual models above, one of the larger ones on its own will not render at all. It has a similar number of faces, but chokes at the amount of RAM used and then dies.

    So does this point to textures being too large in the Construction Kit?

    Also, I tried Decimator on the large model I just mentioned. I reduced it to 10%, but in Scene Info it still says there are around 1 million faces.

    Confused.

    Post edited by Widdershins Studio on
  • Textures would be the obvious suspect. Stonemason is very good at optimising his models, though, so I would expect them to be much more tolerant than almost anything else.

  • StonemasonStonemason Posts: 1,234
    edited 2:18AM

    I wonder if it's the subdivision being used for displacement?, the promos mention 6 levels of subdivision, that means a 100 poly model would become 400,000 polys..switching off sub-d might help?

    Post edited by Stonemason at
  • Widdershins StudioWiddershins Studio Posts: 565
    edited 12:38PM

    I can't see how to do that.

    There is no Subdivision setting.

    BTW in Decimator the big preset that will not render had over 2 million polygons.

     

    Screenshot 2026-02-26 123708.jpg
    646 x 1117 - 124K
    Post edited by Widdershins Studio at
  • felisfelis Posts: 6,053

    Widdershins Studio said:

    I can't see how to do that.

    There is no Subdivision setting.

    BTW in Decimator the big preset that will not render had over 2 million polygons.

     

    For Displacement you must look in the Surfaces settings, close to the buttom you have displacement. If it is activated there will be new parameters that include subdivision. 

  • This is all there is, filtered.

    Screenshot 2026-02-26 130417.jpg
    694 x 1525 - 121K
  • Widdershins StudioWiddershins Studio Posts: 565
    edited 1:24PM

    I found other parts with displacement maps, but all are already set to 0 strength.

    Screenshot 2026-02-26 132124.jpg
    645 x 1603 - 166K
    Post edited by Widdershins Studio at
  • felisfelis Posts: 6,053

    May I ask why you didn't select all surfaces?

  • FrankTheTankFrankTheTank Posts: 1,526

    Widdershins Studio said:

    Hmm, yeah - would have helped if there was some extra information about resources needed to actually do anything useful with it.

    Thanks for the comments.

    Does anyone think this may help: https://www.daz3d.com/scene-optimizer

    I am keen to use them since I bought them, otherwise I just wasted my money.

    Before you spend any more money, try the free script here to reduce texture sizes. Everyone here is always trying to get people to spend more money, meanwhile the forums are filled with free alternatives.

    https://www.daz3d.com/forums/discussion/137161/reduce-texture-sizes-easily-with-this-script/p1

     

  • felis said:

    May I ask why you didn't select all surfaces?

    I wanted to show the individual one. I can select All and it shows there are 31 Displacment Strengths - and they all seem to be the same.

  • FrankTheTank said:

    Widdershins Studio said:

    Hmm, yeah - would have helped if there was some extra information about resources needed to actually do anything useful with it.

    Thanks for the comments.

    Does anyone think this may help: https://www.daz3d.com/scene-optimizer

    I am keen to use them since I bought them, otherwise I just wasted my money.

    Before you spend any more money, try the free script here to reduce texture sizes. Everyone here is always trying to get people to spend more money, meanwhile the forums are filled with free alternatives.

    https://www.daz3d.com/forums/discussion/137161/reduce-texture-sizes-easily-with-this-script/p1

    Thanks, will give that a go!

  • Richard HaseltineRichard Haseltine Posts: 109,042

    Some parts do have SubD, though mostly only two levels. If you put the Viewport in a Drawstyle that shows the emsh lines (e.g. Wire Shaded) The the elements with SubD will have thin lines (the vrtual polygons) between thick (the actual edges in the mesh).

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