When the engine is set to V-Ray GPU, a number of options are exposed in the rollout. Engine – Allows you to choose between the V-Ray and V-Ray GPU engines. GPU Engine – Specifies which GPU platform to use for calculations - CUDA or RTX. Rendering Devices – This button opens a window where you can specify which GPU devices are used for rendering. See more information at Rendering with V-Ray GPU. GPU Resize Textures –Determines how textures' resolution/size are handled to help optimize memory usage. The possible values are: Full Size Textures – Textures are loaded at their original size. Resize Textures – Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance. On-demand Mipmapping – Instead of loading all the texture files at their default resolution (original or resized), V-Ray loads the textures as needed and automatically creates mip-map tiles for them, regardless of their texture type. As a result, the GPU memory consumption is decreased; textures that are not visible are not loaded, and textures that are further away from the camera are loaded with a lower resolution. During the texture-detection process, V-Ray GPU renders slower. Once it detects that all textures are loaded, it switches automatically to the traditional, faster mode, and a message about modes changing displays in the V-Ray log. This option is not available in Interactive Rendering Mode. Compressed – Compresses the textures to optimize performance. Compression results in roughly a 75% reduction in memory usage. In some situations, VRayBitmaps cannot be compressed, such as when a bitmap is used both as a normal/bump map and a color map; when a bitmap is used as a displacement map; when a bitmap is used for lens effects. This option is not supported on macOS. GPU Texture Size – When GPU Resize Textures is enabled, this value specifies the resolution to which the textures are resized. GPU Texture Format – The amount of bits per channel used to store the material texture information into memory. You can choose between 8 bit, 16 bit, and 32 bit. This does not affect textures used for lights and displacement. Use System Memory for Textures – Lowers GPU memory usage significantly by offloading textures to system memory with little impact on performance. This option speeds up GI build-up and eliminates the risk of errors caused by memory insufficiency. Not compatible with On-demand, Compressed, and Resized textures. |