Cycles uses a lot of VRAM, no?

I’m just playing around with the Octane version of blender, testing render speeds and VRAM limitations on both Cycles GPU compute and Octane Render.

I put a 4k exr map as displacement map (adaptive subdivision) on a simple plane and cranked the default 1920 x 1080 render resolution to 400%. I hit render and Cycles instantly used up all 24 GB of my GPU.

With Octane, a similar scene used around 4-7 GB I believe.

So I was kind of surprised that I was able to run into the GPU VRAM limitation so easily with Cycles. All it took was the combination of a single 4k displacement map and 7680 x 4320 px render resolution. Can anyone explain the math behind why this is happening in Cycles?

Here is a post that has some info on cycles memory use

Were you using tiling? how about denoising?

Adaptive subdivision is still (years later) experimental because they have not been able to optimise performance.

Not only performance, but there’s a variety of features that do not work with it yet and other things subtly broken: https://developer.blender.org/T53901

For now, you can try the following and see if it helps since there’s a bug where it will double-subdivide the mesh leading to extremely high memory usage https://developer.blender.org/T85030 :

  • Disable adaptive subdivision on the modifier
  • Set both Viewport and Render to 0
  • Re-enable adaptive subdivision
  • See if that helps a bit (if it doesn’t, you can try also limiting the level of subdivision in Cycle’s Render → Subdivision → Max Subdivision setting)
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