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๐Ÿงต How limiting are 24GB VRAM?

Anonymous No. 920731

Anonymous No. 920804

>>920731
About 24GB

Anonymous No. 920813

>>920731
depends what you're doing. ranges from more than enough to unusable

Anonymous No. 920822

>>920813
>>920804
give examples baka

Anonymous No. 920830

>>920731
If you are asking this question and you have 24gb vram the limit is your brain you dumb fuck.

Anonymous No. 920838

>>920830
I don't have that much vram though

Anonymous No. 920866

>>920731
You don't give much of a comparison, 24GB VRAM compared to what? 8, 10, 16?
If I had to give a general statement, probably the difference between using mostly using 4k textures in a scene and 6-8k textures.

In most general uses though, you wouldn't be filling a scene with that resolution anyway since it's wasteful. Generally speaking, your hero assets/focal points should roughly match the resolution you're outputting at. Depending on the size of the asset and how close to the camera it is, anyway.
24GB is pretty good in terms of 1 man professionals doing actual jobs for clients, and probably more than you'd ever need if you were a hobbyist.

Really, just take what's limiting about your current setup, and extrapolate that to a higher amount of VRAM. If you're running out of memory consistently with scenes you make now, then obviously having more ram would be beneficial. If you're constructing and texturing your scenes correctly and efficiently anyway.

Anonymous No. 922098

I always wondered if it was possible to 'load a whole game' into vram, as in all assets that are 3d and texture/material related, wouldnt that get rid off 'all' loading times?

Anonymous No. 922102

>>920731
Its probably more than enough for 90% of all use cases .
The only scenarios I can come up with that easily exceed 24GB is doing heavy, high resolution fluid simulations or anything of a similar nature.
I have 32GB and I can easily fill it with one big explosion or some high detail water sim.
Doing deep compositing in Nuke with tons of elements is probably also too much, but both of these are specialists jobs and the overwhelming majority of 3D artists rarely does that.
I think you're gonna be fine with 24 and even if you occasionally hit the limit, you'll be able to do your job by braking it into smaller chunks, processing it one after another rather than all at once.
>>922098
If you 'load a whole game' into vram, then it is there and it stays there and you only need to load it once.

Anonymous No. 922110

>>922098
Of course it's possible, it's just improbable because games can be arbitrarily large.
If the game fits in memory now, watch me add a few more levels until it doesn't

Anonymous No. 922185

>>922098
Animal Crossing worked that way.
Then entire game loaded onto the Gamecube's ram, and you could play it in its entirety off of the ram without the disk even in the console. Mainly since the game was so tiny since it was a N64 game that released in Japan and was ported worldwide and to the GC.

I played that shit for like a month like that, since I had borrowed it from a friend and had to give it back. As long as I left the GC on though, the whole game was there and I could play it.
"Loading" times were still there though, or at least screen fades.
It didn't make the game any faster than it already was, since the game was loaded into ram in the first place.

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Anonymous No. 922785

I bought an M10 at an auction a uni was hosting. 32GB of Vram. I've got servers I can shove it in, but I'm just going to take off the outside part of the cooler, strap some fans to it and put it in my main PC next to my 3070.
I'll let you know if any zbrush or blender care about the extra VRAM.