Warning Num Samples Per Thread Reduced To 32768 Rendering Might Be Slower
If the reduction is due to stack overflow protection, increase the stack size.
For those who want to understand the internal numbers, let’s do a quick calculation.
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
To speed things up, render engines split the work into . Each thread processes a chunk of the image (or a set of samples). The "num samples per thread" setting controls how many samples a single thread handles before finishing its task and moving on to the next chunk.
In your V-Ray GPU render settings, ensure that texture mode is set to Resize Textures or use On-Demand Mip-Mapping . This forces V-Ray to scale down texture resolutions dynamically based on how close the object is to the camera. Older versions of Embree, OSPRay, or your graphics
Bring your settings down below the 32k threshold. If the image is still noisy, the problem isn't the number of samples—it's likely your light or material settings. Use Noise Thresholds: Instead of high fixed samples, use an Adaptive Seed Noise Threshold
Convert high-poly assets (such as 3D vegetation or detailed furniture) into V-Ray Proxies ( .vrmesh ). This optimizes data streaming between system RAM and GPU VRAM. 3. Adjust V-Ray Performance Parameters The "num samples per thread" setting controls how
Go to your Octane Kernel settings and try these adjustments:
The rendering engine attempts to allocate enough memory to handle a specific number of samples per thread for maximum efficiency. If your (Video RAM) is full, the engine "shrinks" these sample batches to fit into the remaining available space.
: While the render may still finish, it will likely be significantly slower because the GPU is no longer working at its most efficient capacity. Chaos Forums Primary Triggers Insufficient VRAM
To minimize the impact of this warning and optimize rendering performance, try the following: