Warning Num Samples Per Thread Reduced To 32768 Rendering Might Be Slower
Once it hits , the GPU has reached its absolute memory floor. At this point, the hardware spends more time managing memory swapping and waiting for instruction cycles than actually processing pixels. Technical Visual: Memory Overhead vs. Thread Efficiency
: To prevent a driver crash (TDR) or a total GPU stall, the engine caps the samples processed in a single pass to 32,768 . Once it hits , the GPU has reached its absolute memory floor
std::cout << "Configuring with 100,000 samples..." << std::endl; engine.configureRenderer(100000); Once it hits
To resolve this warning and speed up your rendering, you must reduce the VRAM footprint of your scene: 768 . std::cout <




