Gpu: old scatter vs new scatter?

Hello D5 community, I have a question about the vegetation of scenes. I have always used the brush which is a fairly fast technique and with which I have vegetated fairly large scenes. Today I am trying to use the new scatter tool. And I have the impression that this tool is more greedy in terms of 3D resources in terms of GPU. and I have the impression that the scenes are more unstable if we vegetate many surfaces. What is your experience and what does the d5 team think about it? thank you

Kinda have the same feeling here.

I’ve waited months before using new scatter
because it was too slow to generate big scenes of vegetation…

Hi @NikBuilt

You’re right; the scatter tool can be GPU-intensive, particularly because the assets used here are vegetation assets, are quite heavy and require a large quantity. In version 2.9.1, we identified and resolved a significant GPU usage issue with vegetation assets in version 2.10.

While this new update improves stability, large scenes with extensive scattering will still demand substantial GPU resources. To minimize crashes, we recommend hiding vegetation assets in areas where they’re not visible. Of course, overall performance is also dependent on your GPU’s capabilities.

  • If it’s a side by side comparison between the brush and the scatter tool, I think it depends on the number of assets and the size of the surface that is being worked on.

Thank you for your help and quick reply, I’ll try to hide the non visible areas. I have the best GPU ever done before the 5090 and with the brush I had no difficulties to green a hole piece of land. But I also noticed a big diference between 2.9 and 2.10 version.
To be continued…

Hi @NikBuilt

Can you share your System Information? And perhaps a side-by-side comparison of the difference of VRAM Consumption on 2.9 and 2.10?

It is also important to take note that the new 2.10 Version introduced Path Tracing, which makes the file heavier and more GPU intensive; perhaps that also contributed to the increase.