Blender 4.3 can only render 2M triangles on 10GB GPU before crashing

I am new to Blender. Previously I used Maya with Redshift renderer and Redshift can fit around 20-30 million unique triangles within approximately 1GB of video memory - I rendered huge scenes with 50M triangles and more without any issues on 8GB VRAM RTX 2080.

But Blender crashes when I try to render EEVEE scene with only 2M triangles. I changed it to 1.5M and it renders it. Is there a way or settings to make Blender render multi million scenes on 10GB VRAM card RTX 3080?

Redshift docs (see VRAM section about how many triangles can fit in 1GB of GPU VRAM)

Difficult to determine, it is not only the triangle count that uses VRam textures also play an important part.

You should compare Redshift to Cycles more than Eevee, Cycles and redshift are path tracers, Eevee is a different beast and is more for “speed”, Eevee Next (the latest version) does have very simple path tracing but is still not a path tracer in the true sense. Eevee basically uses GPU exclusively.

There is not, as far as I know a magic setting to squeeze more poly count into the render, you would have to reduce something (8k textures to 4k for example).

The only real option to get more geo in without optimizing would be to use CPU for rendering (Cycles only) but Eevee depends on GPU so that will not help.

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It’s hard to say without having more info about the type of scene that’s causing you trouble, and I’m not sure about EEVEE, but in my experience at work, what eats all the VRAM for Cycles is the amount/resolution of the textures, not the poly count.
Cycles can handle millions of polygons without problems, but lots of high res textures bring it to its knees, unfortunately there’s not a good texture mipmapping solution AFAIK.

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Welcome! I would be curious to see what the scene looks like, because the things that ruin Eevee’s performance aren’t the same as Cycles / path tracers in general. It renders more like a game engine (it’s a rasterizer) and has some of the same pros and cons.

Eevee is really sensitive to large numbers of lights visible on screen at the same time. Eevee uses shadow maps and those get costly when many overlap. Path tracers would get increased noise instead of bad performance in the same situation.

Eevee is much more impacted by instances than a path tracer would be. Do you have loads of instances in your scene (including objects created through particles or geometry nodes)? If you do instances correctly, they don’t show up in the polygon count or in memory, but could still ruin your performance in Eevee because they have to be drawn polygon by polygon.

Do you have modifiers or objects that are visible at render but not in the viewport? Subdivisions with different viewport / render levels? That could cause you to have more polygons at render than you think.

A polygon count of 2M shouldn’t crash Eevee, I can render more than that and my computer is much weaker than yours. Something else must be going on.

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Quoted for heavy emphasis. 2M is not a challenge for Eevee, certainly not with your video card.

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Yeah… Try 99 million. Which I’ve done. (You were there, @thorn :grin:) I did start getting some crashes around 85m, to be fair, but 2 million? Child’s play :wink:

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I think my hard drive still has PTSD…

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The cause of the problem can vary. :thinking:

  1. If the modeling is not built by the blender, it may be interrupted by modeling errors.

  2. It may be interrupted by a problem with Addon.

  3. There may also be problems with other settings.

  4. The graphics driver might be the problem

You can also test it with simple modeling of the same amount of mesh.
The amount of VRAM usage cannot be known exactly without monitoring.

Even with less than 2M mesh, many high-resolution images can cross VRAM capacity.

Thank you guys for the insights! I found a crash issue - it was caused by a volumetric fog. After I deleted it - scene renders without issues.

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