does karma xpu in houdini 19.5 support out-of-cores?

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i see that no one ask it soo i will ask it
does karma xpu in houdini 19.5 support out-of-cores?

i'm asking because i'm guessing most of the people here using houdini for VFX and because of that most of them have heavy scenes.
soo its logical that out-of-cores will be "must" feature in xpu, Am i right?

and if not , are you going to support it before houdini 20 or only in houdini 20?
Edited by habernir - July 26, 2022 14:53:52
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who says it will ever, let alone in H20?
Edited by osong - July 27, 2022 02:34:07
https://twitter.com/oossoonngg [twitter.com]
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osong
who says it will ever, let alone in H20?

SideFX staff said it [www.sidefx.com].
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> does karma xpu in houdini 19.5 support out-of-cores?

19.5 has something called "demand-loaded" textures.
This means only texture tiles that are needed to render the frame are loaded into GPU memory.
So this means 19.5 is much more efficient with texture memory than 19.0

> and if not , are you going to support it before houdini 20 or only in houdini 20?

We plan/hope to get texture "eviction" working for H20.
Which is what you're calling "out-of-core".

It's a tricky thing to get right + stable, so it takes time I'm afraid.
Cheers
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didn't know that, thanks for the pointers/info
https://twitter.com/oossoonngg [twitter.com]
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Thanks for the info.
too bad it won't be before h20 because it's a very long time but i undertstand.
Edited by habernir - July 27, 2022 10:39:26
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> does karma xpu in houdini 19.5 support out-of-cores?

19.5 has something called "demand-loaded" textures.
This means only texture tiles that are needed to render the frame are loaded into GPU memory.
So this means 19.5 is much more efficient with texture memory than 19.0

> and if not , are you going to support it before houdini 20 or only in houdini 20?

We plan/hope to get texture "eviction" working for H20.
Which is what you're calling "out-of-core".

It's a tricky thing to get right + stable, so it takes time I'm afraid.
Cheers
Any chance of getting background texture (view) sequences loaded into RAM instead of VRAM (OGL Texture Cache) ?
It never made any sense and Houdini is the only 3d Application that does that. Now we need VRAM for rendering and squeezing large sequences into 12GB VRAM instead of the 128 Gig of RAM always requires extra adjustments, conversion, loss of resolution and is in general a nonsensical solution. If you have ever tried to place tiny objects with pixel accuracy into a 5k 20 sec aerial shot, then you know what I mean. I can do that in a 6 year old software that isn't even being developed anymore and render with Redshift at the same time.
I think that should help with freeing GPU memory in many cases.
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