[Bf-cycles] Question about NVIDIA GPU resources capping when rendering

Paulius Mscichauskas visprotis at gmail.com
Wed Feb 20 17:44:18 CET 2013

Usually there's a built in Video card on the Motherboard. Could that
possibly be used for UI redraw?

On 20 February 2013 15:08, Brecht Van Lommel <brechtvanlommel at pandora.be>wrote:

> Hi,
> On Tue, Feb 19, 2013 at 9:20 PM, Impossible 3D
> <impossible3d.media at gmail.com> wrote:
> > I was wondering if someone knew if resources capping was available in
> > the nvidia driver and if Blender could maybe get control over it which
> > would allow such a feature (I was putting forward a suggestion that a
> > textbox option besides the "GPU compute" option that would allow for a
> > maximum percent value to be entered and thus would allow some sort of
> > control by the user, for example during the day it would render frames
> > at 60-80% GPU (and hopefully, the computer would stop lagging), and at
> > night or when afk for a long time, it would go back at 100% GPU). It may
> > not even need this level of granularity in case it's a pain to
> > implement, even a low/medium/high/unrestricted selector would be most
> > welcome.
> We could do better here but it's fairly complicated. The way a GPU
> works is that once you send it a job, it can't do anything else until
> that job is finished, it's not possible to do 80% rendering and 20%
> drawing simultaneously. The problem is that if you send it too small a
> job it will not work efficiently, if you send it too large of a job it
> will not be able to redraw the screen until it's done.
> Using smaller tile sizes will give you smaller jobs and so more
> responsive UI. We could have an extra option here to also do nothing
> after each job, I think this would lower the heat but not necessarily
> make the UI much more responsive.
> But the only way to get really smooth interaction is to use separate
> GPU's for rendering and display, as most GPU render engines recommend.
> Brecht.
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