I am trying to import USDs of an huge structure where the combined size is more than 10 GB. There are close to 12 sub USDs. I am trying to compose all the sub USDs to main USD file. After adding 5-6 sub USDs, I am getting an error as below and remaining parts are not loaded.
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : TLAS limit buffer size 7508933632
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : TLAS limit : valid false, within: false
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : TLAS limit : decrement: 167690, decrement size: 7433845248
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : New limit 9574251 (slope: 447, intercept: 13179904)
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : TLAS limit buffer size 4287216384
2025-07-30 04:55:33 [7,947ms] [Warning] [rtx.scenedb.plugin] SceneDbContext : TLAS limit : valid true, within: true
[8.002s] app ready
2025-07-30 04:55:33 [8,072ms] [Warning] [omni.usd-abi.plugin] No setting was found for '/rtx-defaults-transient/meshlights/forceDisable'
2025-07-30 04:55:33 [8,185ms] [Warning] [omni.usd-abi.plugin] No setting was found for '/rtx-defaults/post/dlss/execMode'
2025-07-30 04:55:35 [10,019ms] [Warning] [rtx.postprocessing.plugin] DLSS increasing input dimensions: Render resolution of (427, 240) is below minimal input resolution of 300.
[10.120s] Isaac Sim Full App is loaded.
2025-07-30 05:15:25 [1,199,973ms] [Warning] [gpu.foundation.plugin] Exceeding capacity of resource descriptors 438754 /438752
2025-07-30 05:15:25 [1,199,974ms] [Error] [rtx.scenedb.plugin] Mesh "Platform/Deck/...SOME_PATH_TO_MESH...": Failed to allocate GPU-visible Buffer Resource Descriptor
@abhilashcashok it’s a long shot since the last time this was brought about, the solution didn’t quite work for many but figured to reference it anyway in case it does in your case:
another thing to try, again to no guarantees, could be to see if 5.0 exhibit the same limit as 4.5.
Ok let’s work the problem backwards. Rather than trying to increase something, let us look at this massive scene of yours first. Does Isaac Sim start normally?
All of those errors relate to materials. A massive amount of materials overwhelming the shader cache and buffer.
So here is how we deal with a scene this big.
Open Isaac Sim normally
Go to Rendering Settings > Common > Debug and enable “disable materials”. This will do just that temporarily. This will allow you to load massive usd scenes and cache them up, without worrying about materials at the moment. I use this option all the time
I am assuming you are not truly combining and “crushing” all these data together. That would be a mistake. You need to be using “payloads” for sure. This is exactly why payloads were invented. So take the first scene and add it as a payload. Open it, check it, and then disable that payload, and then save your master scene.
Repeat the process for all the files. Essentially, you are “linking” the usd files together, into a master scene, but never allowing them to be loaded at the same time. It just becomes a “master.usd” that references the 12 sub scenes, one payload at a time. I have done this for massive scenes a lot.
Now you should have a scene master usd file that references 12 payloads. You can now restart Isaac Sim, find the file in the content browser and then right click and select “open file with payloads disabled”. Open the file and you only load master.usd and any native content directly stored in the root of the file. Everything else, all of those payloads are “held back”. The great way that USD files work, is that you can select some payloads ON and some OFF, and then when you save the master usd file, it will save the “state” of each payload.
Now you can selectively load each payload one at a time and allow the software to “slowly” load up and stabilize. You may not be able to load them all. But at least you can see and manage your system resources. You can do this again with materials disabled, but once you have the file stable, you can then open up each payload one at a time with materials enabled.
Following this segmented approach you can manage HUGE scenes. I have done this will a 100GB data set. You just have to be selective. You unfortunately may not have enough vram for it all loaded. You may have to have all 12 files loaded without materials, or just turn off the largest sub files, up to your maximum vram.