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Can I use 24gb vram on 1080 resolution for content creation?

Lei

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Hello,
I usually use Maya, Substance, Unreal and Photoshop at the same time.
For some portability reason, I can not have more than one single 1080 monitor.
Can 24gb vram be fully used? I can't find any YouTube videos or articles describing this issue. They always have multiple larger monitors.
I'm fully using my 8gb vram, So I'm not sure if 10 or 12 will be enough.

rtxA4000 can't be watercooled. Can you show me having more than 12gb ram will help me on my resolution. Thanks
 
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Lei

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Hello,
I usually use Maya, Substance, Unreal and Photoshop at the same time.
For some portability reason, I can not have more than one single 1080 monitor.
Can 24gb vram be fully used? I can't find any YouTube videos or articles describing this issue. They always have multiple larger monitors.
I'm fully using my 8gb vram, So I'm not sure if 10 or 12 will be enough.

rtxA4000 can't be watercooled. Can you show me having more than 12gb ram will help me on my resolution. Thanks

I don't see why not, programs can share system memory, so they should be able to share the VRAM too. But, I don't know how much VRAM the render windows of those programs use, nor how much VRAM they use if they're actively doing tasks. You could test it by using task manager (performance: gpu) and monitoring each program individually and combined.

I must say though, content creation on 1080p is rather painful.
 

Lei

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@Tetras
Here's the thing: a game like Call of Duty can use all of rtx3060 vram on 1080 res. If you open a COD scene in Maya with no textures, and open the exact replica in Unreal Engine with textures and lighting, have a few textures in Photoshop, a couple of trees in SpeedTree, then Substance Painter will start begging you for more vram.

@Shrek are you Andy Sheikh :D missed ur old profile pic ヽ( ❛ᴗ❛ )ノ
 
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Here's the thing: a game like Call of Duty can use all of rtx3060 vram on 1080 res. If you open a COD scene in Maya with no textures, and open the exact replica in Unreal Engine with textures and lighting, have a few textures in Photoshop, a couple of trees in SpeedTree, then Substance Painter will start begging you for more vram.

I don't really use these programs regularly, but my impression is that large programs/suites for content creation are not usually designed to be used simultaneously. But, the VRAM usage for a render window is usually quite limited, outside of actively testing a scene. My understanding is that a 2D program like Photoshop tends to use more RAM than VRAM, but since Unreal Engine is very visually oriented, it will use VRAM for the render window and this usage will increase with the complexity of the scene.
 

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@Tetras
Here's the thing: a game like Call of Duty can use all of rtx3060 vram on 1080 res. If you open a COD scene in Maya with no textures, and open the exact replica in Unreal Engine with textures and lighting, have a few textures in Photoshop, a couple of trees in SpeedTree, then Substance Painter will start begging you for more vram.

@Shrek are you Andy Sheikh :D missed ur old profile pic ヽ( ❛ᴗ❛ )ノ
Okay but COD games are known for eating VRAM for no actual reason other than yes. Horrible example.
 

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my impression is that large programs/suites for content creation are not usually designed to be used simultaneously.
quite the opposite. sometimes you make a door that your character can't pass through because it's too small, you jump back to maya to fix it. your staircase is too narrow, if you scale them in unreal, the UV gets distorted.
you make a window, but you're not happy how sunset can't be seen through it, jump back to maya
facade decorations don't give a nice silhouette. you can't just scale them right in unreal because meshes are combined.
you stand on the balcony, the view is not good, go maya and raise the floor.
you try different tiles for the pavement, when you're happy you add dust and mud and scratches in substance painter, import back
you made a nice walkway, but now you want to break some of the stones on the path, raise some, delete some, chip and chisel. it looks so flat, give some nudges in Maya and come back to unreal.
your solo tree looks good in SpeedTree viewport, but in the scene looks like it's cabbage standing there or it reacts to wind badly. you usually model trees in god mode (look at it from above, birds-eye view) but when you walk nearby trees, it's the lower branches which you mostly see.... your tree doesn't make beautiful light shafts, you can't have SpeedTree closed while you're in Unreal.

one thing is that models looks different when they're in a scene and when they're solo. you make different decisions about a car on the road than when you only see it levitating on the viewport.

Okay but COD games are known for eating VRAM for no actual reason other than yes. Horrible example.
optimization and adding low polys for LODs are done after you're happy with the scene. The good examples are good because the scene is already set and decided. Even the good ones have been horrible during development. They know which textures now need down-sampling because they're looking at the final stage already.
 
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quite the opposite. sometimes you make a door that your character can't pass through because it's too small, you jump back to maya to fix it. your staircase is too narrow, if you scale them in unreal, the UV gets distorted.
you make a window, but you're not happy how sunset can't be seen through it, jump back to maya
facade decorations don't give a nice silhouette. you can't just scale them right in unreal because meshes are combined.
you stand on the balcony, the view is not good, go maya and raise the floor.
you try different tiles for the pavement, when you're happy you add dust and mud and scratches in substance painter, import back
you made a nice walkway, but now you want to break some of the stones on the path, raise some, delete some, chip and chisel. it looks so flat, give some nudges in Maya and come back to unreal.
your solo tree looks good in SpeedTree viewport, but in the scene looks like it's cabbage standing there or it reacts to wind badly. you usually model trees in god mode (look at it from above, birds-eye view) but when you walk nearby trees, it's the lower branches which you mostly see.... your tree doesn't make beautiful light shafts, you can't have SpeedTree closed while you're in Unreal.

one thing is that models looks different when they're in a scene and when they're solo. you make different decisions about a car on the road than when you only see it levitating on the viewport.


optimization and adding low polys for LODs are done after you're happy with the scene. The good examples are good because the scene is already set and decided. Even the good ones have been horrible during development. They know which textures now need down-sampling because they're looking at the final stage already.

Yes, I don't use those programs, but I use similar ones, so I'm aware of that requirement :) But, what I mean is, I've noticed that these type of programs like to monopolise whatever resources they have available and make ALT+TAB as painful as possible..., though maybe that's just me.

My belief is that you'll need as much VRAM as the complexity of the scenes makes the render window use and the 24GB probably isn't an issue for a single program because I doubt you will have scenes complex enough to use that much, but if it'll be enough across all of the programs you use simultaneously.

This is all speculative, but I'd guess that the 3d modelling process doesn't use that much (a few GBs), maybe unless you use the GPU to increase performance during rendering, 2d modelling will use very little, but actively exploring a 3d scene will use a lot (probably the most).

I'd be surprised if Unreal reserves more VRAM than it needs.
 

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I mean look, I have 2 Mayas open, because I'm stealing models from one I made before for the new one I'm working on. I just go to an old file and take a trash can, then import it into another project.
No Substance Painter or anything else running. Just Unreal and 2 Maya.
I may try 10 different wood textures when I'm making a bench. Finally you'll only see one, but during development all those 10 textures eat my vram.

1650353007615.png
 
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I am sure you could use even more than 24 GB, the question is does it make sense to do so.
 
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I am sure you could use even more than 24 GB, the question is does it make sense to do so.
This.

I believe ram/vram is allocated to the active window, this is also what the page file is used for, non active windows.
 

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Bigger frame buffers aleviate having to go to main system ram/cpu for data.
 

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Here's usage for 2 Maya, 2 Unreal, Photoshop and Substance Painter:

1659770357378.png


I am sure you could use even more than 24 GB, the question is does it make sense to do so.

yep, because you open a living room file, then you need chairs, you open a restaurant file and take the chairs from there.
in Unreal you think something is missing, you revise it in Maya and bring it back to Unreal.
 

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@Tetras
Here's the thing: a game like Call of Duty can use all of rtx3060 vram on 1080 res. If you open a COD scene in Maya with no textures, and open the exact replica in Unreal Engine with textures and lighting, have a few textures in Photoshop, a couple of trees in SpeedTree, then Substance Painter will start begging you for more vram.

@Shrek are you Andy Sheikh :D missed ur old profile pic ヽ( ❛ᴗ❛ )ノ
CoD is a terrible example. It will just fill as much RAM/VRAM it can. Card and resolution doesn’t matter.
 
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Hello,
I usually use Maya, Substance, Unreal and Photoshop at the same time.
For some portability reason, I can not have more than one single 1080 monitor.
Can 24gb vram be fully used? I can't find any YouTube videos or articles describing this issue. They always have multiple larger monitors.
I'm fully using my 8gb vram, So I'm not sure if 10 or 12 will be enough.

rtxA4000 can't be watercooled. Can you show me having more than 12gb ram will help me on my resolution. Thanks
No one can answer this except you - it's not like we know what programs you're using, or what you're doing within those programs

You've given some examples where you can have more things open without a performance loss, so it simple comes down to - is that worth the extra money?
 
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