Open guystoppi opened 1 year ago
Hm, good question.
At the moment we don’t have a good way to report this. It is an interesting thing to consider, but would be a lot of work to add…
In general, memory goes to:
Textures and meshes you can compute, because you know how many vertices and indices a mesh uses, or how many pixels a texture has.
Component arrays are pre allocated, but the sizes of these allocations can be reduced depending on your workload using the optional parameters to nvisii.initialize.
Acceleration structures are a bit more difficult. In general, an acceleration structure will be 2-4X larger than the mesh being “accelerated” for ray traversal. But it depends on a lot of variables…
When I make my scene too complicated, the NVISII renderer runs out of GPU memory. Obviously, this is inevitable, but it would be nice if I could get the size of a scene in memory before I call
nvisii.render()
so I can try to reduce the memory usage.Is there already something I can call that estimates the GPU memory usage?