System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
128G of RAM (4x32G)
Blender Version
Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: rBcc66d1020c3b
Worked: (newest version of Blender that worked as expected); I can only guess it worked with less massive memory consumption in 2.92.
Short description of error
Seems to use an inordinate amount of RAM Memory (north of 100G) doing the BVH calculations and then rendering. And seems tied to the Hair / amount of Hair.
Exact steps for others to reproduce the error
Used the stock file for the Sinosauropteryx splash screen (from Blender 2.92) found at: https://storage.googleapis.com/5649de716dcaf85da2faee95/_%2F21271ff246be4e34975fc4932b491c62.blend?GoogleAccessId=956532172770-27ie9eb8e4u326l89p7b113gcb04cdgd%40developer.gserviceaccount.com&Expires=1652847012&Signature=rSCfJDZmnCvNNXDN4e455yYfYL5qXVEX%2F2Xu%2BvDh2epJEkW3deYJtb8i80B26NhVdbR0jAjEt5q2lfRqS5amDWm9fmpX45pywfTuJ%2FT12j6ecmShfpFqfJnGajNuXvXkdn9KpMnjdz29pTg2DS920rXbAC2%2Fh2ja7ZB5VbIBSQXW%2Fa7fpUyu19nBEDuGB4nFauS%2FJ2Osl0GCKBdGLrLJklSNZKNkQCfH3Njn46lPjrqQGbQa3stXRNXm15lrHZj7p%2FdXgB9LVmtPv8g4LvwK4vXZz1VUh3YNr4SU1dkAUUSc7cVKjm5EmaUmm2f0aghhxK4O2Pa7olSWIAoP2fQXpA%3D%3D
Render type: Cycles, Supported, GPU Compute
Ran single image render (F12). Drove huge memory consumption. Peaked at more than 100G.
Using Task Manager->Performance Tab:
It ticked up to ~60G calculating BVH
Then up to 100G when rendering (see PPT attached)
Removed the Cache. Still large memory consumption.
Reduced the Children on the ParticleSettings.001 (Hair with Edits) for object "Body.001" for the render from 450 to 200 and that reduced the memory consumption (but still seem awfully high).
Turned off the Scene->Performance->Use Hair BVH. That seemed to reduce the number of passes at BVH before packing but still used a lot of memory.
Tried unpacking all the textures - seems to have had no effect.
The report line from the renders did NOT accurately reflect actual peak memory used.
Also of note, renders pretty well and quickly in the viewport using cycles had to enable viewport on hair particle systems. But rendered to viewport pretty well after calculating
