If your scene has high max_ray_depth (e.g., 32 bounces), each sample generates many ray states. Multiplying samples per thread by ray depth can quickly overflow memory.
Example:
This is the easiest fix. Older versions of Embree, OSPRay, or your graphics driver may have overly conservative limits.
If the reduction is due to stack overflow protection, increase the stack size.
If your scene has high max_ray_depth (e.g., 32 bounces), each sample generates many ray states. Multiplying samples per thread by ray depth can quickly overflow memory.
Example:
This is the easiest fix. Older versions of Embree, OSPRay, or your graphics driver may have overly conservative limits.
If the reduction is due to stack overflow protection, increase the stack size.