Why is "Retrieving Device Geometry" so slow sometimes?

Why is "Retrieving Device Geometry" so slow sometimes? The scene is only 3MB compressed and contains 9 G9 figures, a couple walls, and like 5 props. (All of the hair is mesh based, no strand based hairs)

I have a 24GB 4090 and 128 GB system RAM on i9/14000. The scene uses 23GB of the VRAM. (CPU fallback is disabled.)

I am running the beta.

 

2026-05-06 21:02:17.814 Iray (Scene Access) : Retrieving geometry

2026-05-06 21:02:17.816 Iray (Scene Access) : Retrieving device geometry

2026-05-06 21:02:25.671 Iray [INFO] - IRAY:RENDER ::   1.9   IRAY   rend info : Initializing OptiX for CUDA device 0

2026-05-06 21:06:53.944 Iray (Scene Access) : Retrieving volumes

 

Comments

  • In answer to your question, you've got a lot of geometry for iray to process.

    Nine g9 figures alone, at default settings, is ~14,000,000 polygons at render time, just for the body.

    Add in the geografts, mouth, tear, eyes, eyebrows, clothing, hair(even if it's not dforce or polymesh), the walls and props, and depending on sub-d settings, you could be looking at 20,000,000 polygons or more at render time.

    All that geometry has to be processed, by the cpu, on a single core, before it's handed off to the gpu.

    Thus, it can take a long time before it starts rendering.

     

    Also, files size tells you nothing.

    While scene, and other files, can get quite large, they don't contain all the data for the scene.

    Geometry data, for instance, isn't contained in the scene file, but is contained in any DSF's, obj, etc files associated with assets used in the scene.

    Instead of having all the data in the file, it just has lines of code that tell the software to load a related file.

    A scene file can have a few of these "calls", or can haved dozens,hundreds, or even thousands.

    The linked files can have similar calls of their own, further increasing the number of files required to load an asset.

    The practical reason for not using a single file, is that if there's a problem, it's going to be near impossible to troubleshoot as you won't be able to open the file in a text editor.

    It also takes up unnecessary room on the drive, with redundant data.

     

     

     

     

  • jmucchiellojmucchiello Posts: 1,195

    I moved back to 4.24. Something odd was happening in the beta. While both verrsion took 4+ minutes to process the geometry fir some reason the beta took over an hiour to reach 100 iterations while 4.24 finished the render, well over 2000 iters, in 2 minutes (6 total).

    There was a recent beta update. i wonder if I need to get nvidia driver released a week ago.

  • LeanaLeana Posts: 13,104

    DrunkMonkeyProductions said:

    Geometry data, for instance, isn't contained in the scene file

    Some can be, for example:

    • if you autofit something, the data of the autofitted version will be stored in the scene file (unless you save it as a new asset and replace the autofitted version with the new asset in your scene)
    • if you use a toll like geometry editor, the modified geometry data is saved in the scene.
  • LeanaLeana Posts: 13,104

    jmucchiello said:

    fir some reason the beta took over an hiour to reach 100 iterations while 4.24 finished the render, well over 2000 iters, in 2 minutes (6 total).

    Souds like the beta used the CPU to render wile DS4 used your GPU. 

  • jmucchiellojmucchiello Posts: 1,195

    Leana said:

    jmucchiello said:

    fir some reason the beta took over an hiour to reach 100 iterations while 4.24 finished the render, well over 2000 iters, in 2 minutes (6 total).

    Souds like the beta used the CPU to render wile DS4 used your GPU. 

    The trace mentions CUDA cores and I have the checkbox closed.

    I reduced the high SubD values on the figures too small to need SubD= 2 or more. (Some were 5) and Daz2026 recovered.

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