4.2 Beta Cycle and baking Broken By EEVEE Shaders Compiler #122959

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opened 2024-06-09 17:50:54 +02:00 by Royalj · 6 comments

Operating system: windows 11
Graphics card: 2060

Blender Version
Broken: 4.1 / 4.2 Beta
Worked:

Short description of error
i just open blender with cylce and it's ok it work and i can bake, when i switch to EEVEE it load the shaders and then when i switch back to cycle it go Out of GPU memory and i cannot more bake to, even if i delete almost all the objects in the scene.

the only way i found it work, it is by removing both gpu and cpu in the selection under the cycle system in the preferences.

to specify, with optix it does that, with cuda it after loading an entire day then it load by showning up at the top "updating Images" and than it crash. my mesh it's bigger than this "150k tris" i left just a part to be loaded within the 500 mb file size limit of the site.

Operating system: windows 11 Graphics card: 2060 **Blender Version** Broken: 4.1 / 4.2 Beta Worked: **Short description of error** i just open blender with cylce and it's ok it work and i can bake, when i switch to EEVEE it load the shaders and then when i switch back to cycle it go Out of GPU memory and i cannot more bake to, even if i delete almost all the objects in the scene. the only way i found it work, it is by removing both gpu and cpu in the selection under the cycle system in the preferences. to specify, with optix it does that, with cuda it after loading an entire day then it load by showning up at the top "updating Images" and than it crash. my mesh it's bigger than this "150k tris" i left just a part to be loaded within the 500 mb file size limit of the site.
Royalj added the
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labels 2024-06-09 17:50:55 +02:00
Royalj changed title from 4.2 Beta Cycle and baking Broken By EEVEEnext Shaders Compiler to 4.2 Beta Cycle and baking Broken By EEVEE Shaders Compiler 2024-06-10 18:00:59 +02:00
Member

Hi, thanks for the report. Did you check memory usage when error hits? How much RAM/VRAM you have?
Could you narrow down the file? 8GB is a lot for further investigation.

Hi, thanks for the report. Did you check memory usage when error hits? How much RAM/VRAM you have? Could you narrow down the file? 8GB is a lot for further investigation.
Pratik Borhade added
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labels 2024-06-20 08:01:02 +02:00
Author

it happens that (while using the graphic card or both gpu and cpu in the system) when i don't enter in EEVEE and i go directly in cycle it is lower the usage and it work, than i go in EEVEE and the usage it became higher and than i switch back to cycle and it go out of GPU, even tough it fine worked until i did not switched to EEVEE, now i testet it in 4.1 tough and it was the same, and the work around it was to toggle off both gpu and cpu from the system.
here i've loaded a rar with 6 images that describe the entire process.

in the first image i also showed how much textures were externally referred to the file, with its folder weight, and to spacify, in the first image i was using cycle, as i said before, for the description of the process.

it happens that (while using the graphic card or both gpu and cpu in the system) when i don't enter in EEVEE and i go directly in cycle it is lower the usage and it work, than i go in EEVEE and the usage it became higher and than i switch back to cycle and it go out of GPU, even tough it fine worked until i did not switched to EEVEE, now i testet it in 4.1 tough and it was the same, and the work around it was to toggle off both gpu and cpu from the system. here i've loaded a rar with 6 images that describe the entire process. in the first image i also showed how much textures were externally referred to the file, with its folder weight, and to spacify, in the first image i was using cycle, as i said before, for the description of the process.
Member

Thanks. Memory usage in taskbar is near 100%
In EEVEE, the memory usage possibly increased due to compiled shaders.
In cycles, are you rendering in viewport or the f12/ctrl f12 render? Is persistent data enabled.

the only way i found it work, it is by removing both gpu and cpu in the selection under the cycle system in the preferences.

Yes, I can see in 5-6 image, VRAM usage dropped to 1.2 gib. It seems vram is being freed when unchecking the gpu preference.

I don't think this is a bug. @brecht @Jeroen-Bakker hi , can you check as well since this is about cycles and EEVEE.

Thanks. Memory usage in taskbar is near 100% In EEVEE, the memory usage possibly increased due to compiled shaders. In cycles, are you rendering in viewport or the f12/ctrl f12 render? Is persistent data enabled. > the only way i found it work, it is by removing both gpu and cpu in the selection under the cycle system in the preferences. Yes, I can see in 5-6 image, VRAM usage dropped to 1.2 gib. It seems vram is being freed when unchecking the gpu preference. I don't think this is a bug. @brecht @Jeroen-Bakker hi , can you check as well since this is about cycles and EEVEE.
Member

Out of memory issues are typically not a bug. Would advice to set Viewport -> Textures -> Limit Size to something else then off, so the viewport (EEVEE/Workbench) doesn't reserve much data on the GPU. Other than that the model/textures can be optimized to be able to work on your GPU. Note that shader compilation isn't the issue, but loading the textures to the GPU that a compiled shader is using.

Memory between Cycles and EEVEE/Workbench on the GPU are separated and it depends on the driver to optimize fragmented memory.

Out of memory issues are typically not a bug. Would advice to set `Viewport -> Textures -> Limit Size` to something else then off, so the viewport (EEVEE/Workbench) doesn't reserve much data on the GPU. Other than that the model/textures can be optimized to be able to work on your GPU. Note that shader compilation isn't the issue, but loading the textures to the GPU that a compiled shader is using. Memory between Cycles and EEVEE/Workbench on the GPU are separated and it depends on the driver to optimize fragmented memory.

Yes, there are some ways we could further reduce memory usage. But that's outside the scope of the bug tracker, and it's always going to run out at some point.

Yes, there are some ways we could further reduce memory usage. But that's outside the scope of the bug tracker, and it's always going to run out at some point.
Author

ok understood, I'll take it in mind for the next time, thanks for the reply.

ok understood, I'll take it in mind for the next time, thanks for the reply.
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Reference: blender/blender#122959
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