Q: DS4 temp & cache location
Mouser
Posts: 675
My render crashed near the end (of course) and I think my C drive (ssd) may have run out of storage.
I am planning on changing the temp & cache locations to my D drive (hd) which has more space.
Q: Could this be an issue having the this on a separate drive and the temp reading/writing at a different speed (slower).
SSDs are getting cheaper but sadly not that cheap;)
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I've had both TEMP and cache locations in different drives for many versions.
In terms of speed, the difference in speed of any drive compared to a GPU is so great that even the fastest SSD appears slow. (Though I did keep the DAZ Temp folder on my fastest drive on the grounds that every fraction of a fraction of a second counts.)
Incidentally a free way to keep Iray happy is to minimise the number of writes to the temp png altogether, increase the update interval in render settings from 5s to 25s.
Oooof
Tried raising the update interval to 25s and it crashed after only 13 mins.
I think I'm gona go back to the default for now.
Whoa! Thats a different problem altogether. If you can render successfully on 'CPU only' then it might not be disk space, it might be something wrong with your GPU/driver.
Possibly something has got corrupted somwhere as I have not had this issue until today.
Oooookay
Been looking around the driver forums and its not looking good.
A lot of people with different NVIDIA cards are running into this same or similar issue and the suggested solution is of course-
'Update to the latest drivers' which everyone I have noticed already are up to date as is myself.
I am using the game ready drivers so I'm gonna try the studio one instead but to quote an old film.
I have a bad feeling about this;)
I guess it was the Game Driver that was the issue as its rendering fine with the Studio version.
Now you can try that render setting and see if it renders faster or crashes faster.
Unfortunatly it seems not to be resolved, ran another render of the same scene and got another exception for nvcuda64.dll.
Sometimes it crashes early, sometimes late or not at all.
Computers are supposed to be binary either on or off and not MAYBE.
The inconsitancy of the error is confusing.
Did it complete on CPU only?
What game driver version was causing this problem and which driver did you try?
I'm running without problems on Gameready v466.11
I always update with a 'clean install' and without 'Geforce Experience'.
Any information in the Studio logfile?
Do the usual checks for dust and if fans actually turning freely.
I'm gonna run some tests after I switch off the cpu fallback so its GPU only.
According to the perfmon Vram is okay but both cpu & cuda was show considerable performance.
I should mention I am animating around a 380+ frame animation and not a still image.
Resolution 960x540 half of HD so about 1/4 the size as I am just testing at this point.
Iray render GPU only no fallback with bloom swiched off, denoiser on max 20 iterations per frame, interval x10secs.
Scene 3dlabs Arid Desert with my camel and the pathfinder converted to m8.
Unfortunatly perfmon is a bit of a blunt instrument for monitoring this but as its there anyway;)
Okay, rendering as images (TIF) and not AVI seems okay so far.
Even managed to do full HD (1920x1080) range of x187 tif images (6+ secs) to be animated in DavinciResolve.
No idea why AVI is resulting in the nvcuda64.dll exception as it has worked fine in the past.
Nope, I'm wrong ran the render again after adjusting the camera and got the nvcuda64.dll exception at frame 25.
Okay I've sent the dump files to Daz3d support as I am getting no where fast.
Could this be something to do with Studio not clearing memory between renders, which was a known error at one point?
Well I've updated and tried many rendering variations & settings and cannot resolve it.
Daz have the dump file, screenshot, list of what I was rendering & the render settings etc.
I'll see if they can advise on this, it may be DS it may be me or both?