Tutorial: Omniverse Rendering Engines & Managing Vram

Lately I have been doing a bunch of 4k Iray renders in Omniverse on my relatively low spec RTX 3060. I want to share some knowledge I have learned about rendering engines and managing Vram.

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Hi ,nice explanation on VRAM usage ,

I’m working on creating XR Ui , based on (omni.kit.xr.example.usd_scene_ui) extension created UI designs for general app panels ,app home screen , file browsers in XR(worldspace Ui).

Every time when the Ui gets enabled inside the stage , the VRAM gets eaten like 400-500 mb on 4090, and even more on 30 series cards,

please provide any methods to restrict and handle this consumption,

PS : Enabling a static label or transform Ui in the default (omni.kit.xr.example.usd_scene_ui) extension consumes 200mb of VRAM and goes adding it on.
Any idea on how to resolve this ? Thanks

Yes I see your same question on another post. I will reply there.

Cool information sharing, I have been using Omniverse for a while and I’ll like to share one tip for rendering in path tracing to close the gaps in quality to Iray as i think path tracer workflow is more suitable for most of us unless you have the top class gpu and time for Iray rendering. As notice and mention in your video, path tracer do not disperse lights as well as iray, resulting in darker spots in shadows, so one way to close this gap is to make use of the global volumetric fog which will also give a nice softer lighting in render. Example and setting used below.
No fog


Fog

I guess that does help a little but it is VERY GPU intensive to add Fog just for that. A much quicker way is just to brighter up the image with the gamma and level controls in Post Processing, or just add a light or adjust the sun angle.

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