while generally true, there are many other memory consuming parts of the renderer... various cache types (irradiance, photon, sss), textures, aov/image buffer, and ray reserve memory.
On Tue, May 20, 2014 at 5:17 AM, Stefan Kubicek <s...@tidbit-images.com>wrote: > > Translated scene data is usually a lot more efficient to store than the > actual, raw scene, which has a lot of metadata, construction history, etc, > that is not needed for rendering. Hence, a scene consuming 10gb in RAM is > usually easily renderable on a 6gb card, depending on how much additional > unique and procedural geometry you create at render time (e.g. subd, > displacement, hair). >