"Out of core" rendering means that if a GPU runs out of memory (e.g. because of too many polygons or textures in the scene), Redshift will use the system's memory instead.
In some situations this comes at a performance cost, which can be mitigated by using GPUs with more VRAM.
- Certain types of data (like textures) work better with out-of-core rendering than others, which means if your scene uses a sizable amount of 4K or 8K textures (i.e. several GB worth of data), you can still expect great rendering speeds with no performance impact.
- Other types of data (like scene assets, sprite node textures, and volume grids/VDB files) are not handled by Redshift's "out of core" technology. When scenes that use too many or too high-resolution sprite nodes or volume grids don't fit in the GPU's memory, it can result in the rendering process being aborted.
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