DazStudio GPU Memory Issue
194Im using dazStudio 4.23 Windows 10 with nvidia GTX1650 (Cuda) + PostDenoiser. So far all works fine and smooth (very fast good result of renders), but after stopping the renderprocess the GPU-memory will not cleared. This causes in trouble for the next render, because not enough gpu-memory can be allocated. The only way to get the GPU-Memory cleared is to close and restart DAzStudio. Do someone has a better solution/idea?
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Yes, you probably need to purge the V-ram after each render. Even with big GPUs and lots of V-ram, it degrades at a certain point.
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I've noticed after deleting props from a scene, saving the scene, and reloading the saved scene (or quiting Daz entirely before reloading) frees up VRAM. Which suggests Daz just keeps stuff around in memory for whatever reason..
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alexhil
Karma: 4,548
Wed, Feb 26Yes, thats right, but not completely. If you have bigger scenes it is not enough, so you have to restart daz. I checked the script folder, there is a Memory-Purge script, but seems not for the VRAM- Cache.
Be happy if it's just a matter of closing and restarting DAZ to solve the problem.
I very often have to restart the PC when DAZ messes with Nvidia Iray and my screen goes black. This is much more annoying ...
I very often have to restart the PC when DAZ messes with Nvidia Iray and my screen goes black. This is much more annoying ...

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alexhil
Karma: 4,548
Wed, Feb 26Yes,
well, I guess to restart Daz is not the best workaround but the only workaround that work. I tested to reset the graphiccard-drivers, doesent result in clearing the cache.
well, I guess to restart Daz is not the best workaround but the only workaround that work. I tested to reset the graphiccard-drivers, doesent result in clearing the cache.Also, make sure you got the exact drivers the specific version of Iray, your daz version is expecting.
I updated my drivers two days ago, and now daz freezes (stays in the updating geometry log while rendering) if I bump one single figure resolution to 4 and nothing else on the scene.
I have 2 3090 on that machine, and previous drivers work with much more than that.
I updated my drivers two days ago, and now daz freezes (stays in the updating geometry log while rendering) if I bump one single figure resolution to 4 and nothing else on the scene.
I have 2 3090 on that machine, and previous drivers work with much more than that.
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novelostories
Karma: 222
Wed, Feb 26I hit submit too fast...
Anyways, Nothing can help you with that, because only the system that allocated the memory can release the pointers meaning, external software wouldn't know what was allocated by Daz vs the OS for example. in other words, restarting Daz is your best approach. The OS does know that everything allocated by it can be release safely once the process ID that allocated memory is no more.
Anyways, Nothing can help you with that, because only the system that allocated the memory can release the pointers meaning, external software wouldn't know what was allocated by Daz vs the OS for example. in other words, restarting Daz is your best approach. The OS does know that everything allocated by it can be release safely once the process ID that allocated memory is no more.
Luxe Muse
Karma: 5,164
Wed, Feb 26Hey, it's you again
I had a similar thing happen to me a while back, but it wasn’t the drivers causing it. Make sure your materials don’t have displacement maps if you’re aiming for something like a level 4 subdivision in your geometry. Displacement maps adds in extra subdivisions, and pairing that with level 4 could totally swamp your system.
I had a similar thing happen to me a while back, but it wasn’t the drivers causing it. Make sure your materials don’t have displacement maps if you’re aiming for something like a level 4 subdivision in your geometry. Displacement maps adds in extra subdivisions, and pairing that with level 4 could totally swamp your system.
alexhil
Karma: 4,548
Thu, Feb 27Ok, thank you for the addtional infos.
The thing is, I can use PostDenoiser only with CUDA but using PostDenoiser is so much time saving. To render a picture it takes with PostDenoiser around maybe 10-20 min., with CPUrendering it would take 5 or more hours ...
The thing is, I can use PostDenoiser only with CUDA but using PostDenoiser is so much time saving. To render a picture it takes with PostDenoiser around maybe 10-20 min., with CPUrendering it would take 5 or more hours ...Luxe Muse
Karma: 5,164
Thu, Feb 27Based on my experience (personal, not as an expert or authority), you can eliminate the post-denoiser entirely and just render using the default rendering quality and coverage ratio (even turning it all off) in the progressive render settings. Set the max time to -1 and lower the max samples to a reasonable value.
For example, if I’m working with one figure, I set the max samples to 300 or 500, then increase it by 300 for each additional figure. After rendering, you can denoise the image in GIMP with the noise reduction filter and other very quick techniques.
The issue with the post-denoiser is that if it activates before reaching your max samples, you lose the extra render passes that would improve the quality of your render.
For example, if I’m working with one figure, I set the max samples to 300 or 500, then increase it by 300 for each additional figure. After rendering, you can denoise the image in GIMP with the noise reduction filter and other very quick techniques.
The issue with the post-denoiser is that if it activates before reaching your max samples, you lose the extra render passes that would improve the quality of your render.
alexhil
Karma: 4,548
Thu, Feb 27Ok, I understand what you mean. I playing atctually a little bit with the PostDenoiser value "StartIteration". Well, I guess to use PostDenoiser for more ToonyLike Pictures is a good decision, for much more detailed and realistic renders it could be kicks in to early and result in losses of details. I neede more experiences using it. Maybe I will fall back to what you mentioned, make the Denoising in PostProcessing with Gimp, Photoshop or something else.
I think daz studio is not as good as other software denoisers, such as the one I use in blender. I don't know for sure, but I have a hunch the reason is that the one I use in blender uses a lot more data to decide what is and isn't noise. It analyses both the albedo and normal maps to help it do that. I don't think the one in DS uses anything but the render output, and the result is that it decides a lot of fine details are noise and wipes it out. I have never gotten decent results in the native denoiser no matter what settings I messed with, and gave up on it.
My method is to just use bruteforce when I have to render in DS. I turn max samples up to like 25k, turn time to -1 and turn off "render quality enable". Usually 25k will do for indoor scenes, sometimes I need more though. Outdoor scenes lit with HDRI are usually cooked good enough by 15k.
My method is to just use bruteforce when I have to render in DS. I turn max samples up to like 25k, turn time to -1 and turn off "render quality enable". Usually 25k will do for indoor scenes, sometimes I need more though. Outdoor scenes lit with HDRI are usually cooked good enough by 15k.
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