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after 5.6 update: LightTransport job failed: out of memory

Discussion in 'Global Illumination' started by Lost-in-the-Garden, May 10, 2017.

  1. Lost-in-the-Garden

    Lost-in-the-Garden

    Joined:
    Nov 18, 2015
    Posts:
    176
    Hi,

    we are currently trying to update our project to 5.6, and trying to solve one problem after the other. The problem of the day is the real time's GI LightTransport going out of memory apparently.

    We have fairly large albeit lowly tesselated/clustered environments and tracks with a bit higher resolution, but still comparably low. The project builds fine in 5.5 but we are seeing errors in 5.6:

    Code (CSharp):
    1. LightTransport job failed for system: 0x5bae385207038d6630c431d644512b9b, error: 3 - 'Out of memory loading input data.'.
    2. Please close applications to free memory, optimize the scene, increase the size of the pagefile or use a system with more memory.
    3. Total memory (physical and paged): 11793MB.
    Looking at the profiler though, I don't see unity or any other process eat up all the memory. The only thing that I can think of is that the process tries to allocate a whooping 12gig at once and fails. My system has only 8gig of ram and I see about 80% usage.

    The thing is though, that the scene computes nicely in 5.5, without showing any signs of eating up all the memory, so we assume that the scene's setup is OK and not the initial problem. Here's a gif, giving you an idea of what our clustering looks like.
    http://imgur.com/a/X3QWb


    We use a shared cache on a NAS, and currently share the cache location between 5.5. and 5.6 instances (because there is no way to set them per version).

    edit: another thing to mention: Besides severe problems with "transparent" GI objects the scene does not show any apparent errors but the build gets stuck and just hangs.

    thanks, Simon

    PS: additionally the errors are automatically cleared from the console once the LightTransport stage completes.
     
    Last edited: May 10, 2017
  2. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
    8GB is very low amount of ram for baking. You need at least 16gb for large environments with low resolution.
    UE3 developers had 32gb Ram in 10 years ago.
     
  3. Lost-in-the-Garden

    Lost-in-the-Garden

    Joined:
    Nov 18, 2015
    Posts:
    176
    Thanks for the hint, but as I mentioned above, I don't think that this is the problem. Baking is no problem in 5.5 and takes significantly less than the 8gig available.
     
  4. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
    Yes .Unity lightmapper will not uses same amount of RAM for every time baking.
    It's maybe balanced between different versions of unity or different states of your system.


    Also in the past i had 8gb of RAM and my system has crashed 3 time per each 10 bakes.
     
  5. joaobsneto

    joaobsneto

    Joined:
    Dec 10, 2009
    Posts:
    152
    Same problem here.
     
  6. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Aug 13, 2013
    Posts:
    1,366
  7. Lost-in-the-Garden

    Lost-in-the-Garden

    Joined:
    Nov 18, 2015
    Posts:
    176
    I still think there is something foul. Enlighten usually only takes about 2 gig of ram, and all of a sudden it tries to allocate 12 gig out of nowhere...

    If you are at Unite this week and have the time, we can meet and I can show you our project setup. Maybe we can narrow down the issue a bit more then. You can email me at simon@lostinthegarden.com
     
  8. Zaki_X

    Zaki_X

    Joined:
    Jul 5, 2016
    Posts:
    55
    Hi!

    I've started checking Unity 5.6.1 before switching to this version, but as it has been mentioned before I was getting
    theses memory errors too.

    "Clustering job failed for system: 0x2d843a78818f5a8bf4d380b9726ba5ca, error: 4 - 'Out of memory loading input data.'.
    Please close applications to free memory, optimize the scene, increase the size of the pagefile or use a system with more memory."

    I have been baking light with Unity 5.5.1 with no problems (the very same scene), but I've never seen an error like this one (I have 16GB of RAM). Process keeps freezing (doesn't even start calculating) during clastering.

    I've tried switching options, lowering settings etc.- nothing works (Realtime GI, mixed).

    Mike
     
  9. Jesper-Mortensen

    Jesper-Mortensen

    Unity Technologies

    Joined:
    Mar 15, 2013
    Posts:
    231
    What kind of memory load did the machine have when this happened? The code emits this error when the memory load is near the limit of what the machine can handle (90% load of physical+paged).
     
  10. Zaki_X

    Zaki_X

    Joined:
    Jul 5, 2016
    Posts:
    55
    After Unity turns on task manager shows that it already uses 10133 MB of memory (scene is heavy so I assume it keeps loading it for a while in background). It had dropped to 1474 MB after a while. I've turned on light calculations and this error had showed up with a load of only 1634 MB! I have tried a few times and task manager has never shown more than 1.5-1.7 GB.
     
  11. KillerNads

    KillerNads

    Joined:
    Jan 22, 2017
    Posts:
    70
    Did you find a solution to this, because i am also having the same issue and errors after i just updated my relatively small scene to Unity 5.6 also i have 32gb RAM, so the RAM is not the issue!

    Another issue im seeing, (not sure its related or not) but i seem to have lost a lot of resolution at the end of the ranges of the point lights. Its hard to explain,but i have say a point light in the middle of a nearly complete black scene. When the light from the point light trails off, close to the end of the range of the light where its supposed to finish, i have a weird pixellation going on the texture from the light. The point light is Real time and does not cast shadows.