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General

将军

When you render a frame with Redshift, a window should pop up that contains information about how much GPU memory is allocated for individual parts of the renderer

当你使用红移渲染一个帧时,一个窗口应该弹出,其中包含了渲染器各个部分分配了多少 GPU 内存的信息

 

Memory categories

内存分类

Free

免费

The "Free" memory figure reports the amount of GPU memory that Redshift had available for rendering at the start of the frame. This number should be close to the total available memory of your videocard. Redshift attempts to use 90% of the videocard's actual free memory, so this figure will be lower than the known VRAM size. Also Windows and your 3D modeling package use some of that memory, too. If you notice that figure being much smaller than your GPU's memory (for example: if it claims 6GB free on an 11GB GPU), then this means that either your 3d app or another GPU-using application has taken away that memory.

“自由”内存数字报告的 GPU 内存量,红移可用于渲染在帧的开始。这个数字应该接近于录像卡片的总可用内存。试图使用视频卡片实际空闲内存的90% ,因此这个数字将低于已知的 VRAM 大小。而且 Windows 和你的3 d 建模软件包也使用了一些这样的内存。如果你注意到这个数字远远小于你的 GPU 的内存(例如: 如果它声称11gb 的 GPU 上有6gb 的空闲) ,那么这意味着要么你的3d 应用程序,要么其他使用 GPU 的应用程序已经带走了这个内存。

Overhead

头顶

Size of GPU memory reserved for the execution of individual rendering stages, such as photon mapping, irradiance caching etc.

为各个渲染阶段(如光子映射、辐照度缓存等)的执行保留的 GPU 内存大小。

Geometry

几何学

Reports the amout of data that had to be PCIe-transferred for out-of-core geometry access. The second number of the pair is the total size of geometry cache.

报告为了核外几何访问而必须传输的数据的输出。对的第二个数字是几何缓存的总大小。

If the first figure is much larger than the second, this means that the system is doing a lot of out-of-core memory transfers and performance will be affected. For example, if it said "100GB / 4GB", this would mean that Redshift had reserved 4GB for the geometry (triangles, hairs, particles) but because the scene was complicated, 100GB of data had to go back and forth between the CPU and GPU memory.

如果第一个数字比第二个数字大得多,这意味着系统正在进行大量的核外内存传输,并且性能将受到影响。例如,如果它说“100gb/4gb”,这将意味着 Redshift 为几何图形(三角形、毛发、粒子)保留了4gb,但由于场景复杂,100gb 的数据必须在 CPU 和 GPU 内存之间来回传输。

Textures

纹理

Reports the amount of data that had to be PCIe-transferred for out-of-core texture access. The second number of the pair is the total size of geometry cache.

If the first number is much larger than the second, this means that the system is doing a lot of out-of-core memory transfers and performance will be affected. For example, if it said "100GB / 4GB", this would mean that Redshift had reserved 4GB for the texture cache but because the scene had a lot of high-resolution textures, 100GB of memory had to go back and forth between the CPU and main memory.

如果第一个数字比第二个数字大得多,这意味着系统正在进行大量的核外内存传输,性能将受到影响。例如,如果它说“100gb/4gb”,这将意味着 Redshift 为纹理缓存保留了4gb,但由于场景有很多高分辨率纹理,100gb 的内存必须在 CPU 和主内存之间来回移动。

Matrices

矩阵

Each object in the scene has a transformation matrix that can be used for various operations such as instancing, motion blur, texture transforms, etc. This number reports the GPU memory size for these matrices. If your scene contains a very large number of objects (hundreds of thousands or millions) and/or you are using several motion blur transformation steps, this number could grow large.

场景中的每个对象都有一个变换矩阵,可以用于各种操作,如实例化、运动模糊、纹理转换等。这个数字报告这些矩阵的 GPU 内存大小。如果你的场景包含大量的物体(几十万或几百万) ,或者你正在使用几个运动模糊变换步骤,这个数字可能会变大。

Sprites

精灵

The texture data used by the sprite node is stored separately from regular textures and always remains in-core. This number reports the GPU memory used for the sprite node textures.

Rays

射线

Reports the GPU memory required to perform the ray-tracing and shading operations (the ray queues).

Photons

光子

If the scene is using photon mapping or caustics, this number reports the amount of GPU memory used for photons and their acceleration hierarchies.

IC Points

IC 积分

If the scene is using irradiance caching, this number reports the amount of GPU memory used for the irradiance cache points and their acceleration hierarchies.

IPC Points

IPC 点数

If the scene is using the irradiance point cloud, this number reports the amount of GPU memory used for the irradiance point cloud points and their acceleration hierarchies.

SSS Points

学生入学资助计划分数

If the scene is using point-based subsurface scattering shaders, this number reports the amount of GPU memory used for the subsurface scattering points and their acceleration hierarchies.

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