From: "Brendan Bolles" Received: from nail.lmi.net ([66.117.140.18] verified) by media-motion.tv (CommuniGate Pro SMTP 6.1.0) with ESMTPS id 6468459 for AE-List@media-motion.tv; Thu, 21 Jun 2018 19:23:31 +0200 Received: from shiranda.swordfish.lan (unknown [12.42.42.62]) by nail.lmi.net (Postfix) with ESMTPA id E7CBFE41E9 for ; Thu, 21 Jun 2018 10:31:14 -0700 (PDT) Content-Type: text/plain; charset=windows-1252 Mime-Version: 1.0 (Apple Message framework v1085) Subject: Re: [AE] VR Tools GPU/CPU VRAM limitations In-Reply-To: Date: Thu, 21 Jun 2018 10:30:56 -0700 Content-Transfer-Encoding: quoted-printable Message-Id: <034B94C0-1358-45EF-A0CD-351F97569470@fnordware.com> References: To: "After Effects Mail List" X-Mailer: Apple Mail (2.1085) On Jun 21, 2018, at 9:19 AM, Stephen van Vuuren wrote: > I can find no useful information on: > =20 > =95 Is there a way to force CPU rendering? > =95 How much VRAM is required and can you use SLI to split via = multiple cards as 8+ GB VRAM cards are very expensive. > =95 What frame sizes does the VR tools support? We have 5600 x = 4200 and 8000 x 8000 =96 the weird part is simple projects are fine, but = bring in lots of layers, bitmaps and the errors begin. >=20 The VR tools are GPU-only, and this has been a huge problem for us. Due = to the nature of VR, the resolutions are often very big. We were = rendering 8000x4000. We working working at quarter rez or smaller, = happily rendering at half-rez to see our revisions. Big mistake. When it came time to render full-resoltion, most of our machines were = incapable. Among our 30 Macs we had just 4 that could do it. Weirdly, = we had other machines with the same graphics card and everything else = that couldn't. I guess we were lucky to have the 4, or else we couldn't = have rendered. I'd guess having as much memory on the Graphics card as possible would = improve your chances of being able to render, but this business of not = falling back to the CPU is untenable. Brendan