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GPU lightmapper

Discussion in 'Graphics Experimental Previews' started by Thall33, Sep 28, 2018.

  1. Thall33

    Thall33

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    It seems to switch back to progressive CPU just after initiation by itself. When I keep restarting the bake using progressive gpu it randomly will stick, and do some baking, but only for a little.

    Thoughts?
     
  2. KEngelstoft

    KEngelstoft

    Unity Technologies

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  3. Thall33

    Thall33

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    Of course. I'll dig into it and let you know. cheers!
     
  4. Thall33

    Thall33

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    Last edited: Oct 1, 2018
  5. KEngelstoft

    KEngelstoft

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    We might have a fix, QA is testing it at the moment.
     
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  6. Luke_Fenturi

    Luke_Fenturi

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    Just want to say that even in beta and low sample counts this is really a huge step up in terms of previewing for baking errors and the like, it's massively improved my own work flow thank you!!
     
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  7. jjejj87

    jjejj87

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    I agree, I expected much worse TBH. Keep going!
     
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  8. Thall33

    Thall33

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    Thanks for the reply KEngelstoft. Much appreciated!
     
  9. Luke_Fenturi

    Luke_Fenturi

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    I will be putting a case together for building a beast machine just for rendering gpu compute for blender and unity, just need a bit of advice, in terms of gpu what would be the most important aspects for increasing gpu lightmapper performance. I know it's only single card for the moment but wondering if a quadro or something help.
     
  10. jjejj87

    jjejj87

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    Hey KEngelstoft, I noticed that the GPU Lightmapper seems to be running into issues when lightmap size is set above 512 for my 1070GTX. I see a 100% usage spike and it falls back to CPU. Not sure if the info helps.
    Also, this is weird but I get faster bake times with 256 rather than 128. I get around 80% usage with 256 and 30% usage with 128. I am guessing the GPU usage scales with texture size, but just couldn't figure out why it is faster instead of 128 being a faster option. Not sure if this is the intended.

    Hope this helps.
     
  11. KEngelstoft

    KEngelstoft

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    We are not really in a place where we can recommend a specific setup yet. We have tested a lot of different GPUs, all the way from integrated and low end laptop GPUs all the way to Titan V and the different types of Vega's and we know that the main bottleneck is not the GPU itself because it is held back by some architectural choices we made early on. We have some work to do before removing the preview label that will change the performance and memory profile of the lightmapper, so expect things to change in future releases. Right now a card with a lot of memory will be a benefit if you are planning on baking large lightmaps (2K or higher).
     
  12. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Thanks for the feedback! The GPU needs a lot of work (~ a million threads) to be able to get to 100% occupancy and there is simple to few texels in a small lightmap to fully saturate it. We know how to get good occupancy on small lightmaps but it will not be part of the 2018.3 preview. That improvement will likely arrive in the 2019.x cycle.