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).
>

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