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Open Task Manager and navigate to the GPU section under the Performance tab
Start the workflow
Observe your GPU memory usage shoot to the moon (note: it is expected for the rendered camera to be laggy, that's not a symptom it's just what the workflow is meant to do)
Cause and proposed fix
I did not investigate completely, but I believe this happens because StoreImageSequence never disposes of the TextureSequence, nor does it re-use and update the same one continuously as one might expect.
@PathogenDavid I agree the current semantics of this operator are confusing. The intention here was that textures created by StoreImageSequence were to be explicitly disposed, as described on my comment in #1774. However, it seems like this operator ended up being co-opted for a few different purposes which are not consistent with StoreImage.
This operator is seldom used to be honest, and I suspect it's design was just not as thoroughly tested as the other operators, so we can review it for release 2.9.
Found while investigating #1645
StoreImageSequence
will leaks GPU memory when processed continuously.Repro
Cause and proposed fix
I did not investigate completely, but I believe this happens because
StoreImageSequence
never disposes of theTextureSequence
, nor does it re-use and update the same one continuously as one might expect.This effectively makes it the opposite of #1774
I believe the proper fix will be the same as that one, and once again will benefit from the proposed solution to #1773
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