
For Windows, macOS
Terminal/Citrix
Cloud, on-premise
1 to 15,000+ computers
In-office, hybrid, remote






26
Years of experience
Trusted by 9,500+ global brands and organizations
std::cout << "Configuring with 100,000 samples..." << std::endl; engine.configureRenderer(100000);
Rendering massive 4K print images or animations requires incredibly large frame buffers. std::cout << "Configuring with 100,000 samples
If you're looking for more information on optimizing rendering performance or addressing specific issues related to this warning, check out the following resources: Common Causes kicking in to prevent your system
When the samples are capped, the engine cannot utilize the GPU's full "occupancy." Instead of finishing a massive chunk of work in one go, the GPU has to stop, report back to the CPU, and start a new batch of work. This "round-trip" overhead adds up, especially on complex scenes with heavy lighting or volumes, leading to noticeably longer render times. Common Causes The warning typically occurs in V-Ray or similar
kicking in to prevent your system from crashing. Here is a breakdown of why this happens and what it means for your workflow. The Logic of Sampling
To understand this warning, it helps to understand how modern path-tracing GPU renderers split workloads.
The warning typically occurs in V-Ray or similar GPU-accelerated renderers when your scene is reaching the memory (VRAM) ceiling of your graphics card . Why This Happens



Banking
500
Checking in does not imply attendance. Employees at this Spanish bank manipulated the check-in card system. Instead of physically coming to work, they would pass their cards to coworkers to swipe for them. The bank used WorkTime login-logout reports to verify employee check-ins.
Read more
WorkTime is Green login/logout monitoring software, the only non-invasive monitoring on the market.
GDPR compatible
On the company's computers, monitor employee logins and logouts as well as active time during lunch time, before and after hours, and on weekends.


Telecom
20+
This South African telecommunication company successfully utilized WorkTime to more than double its team performance. They significantly enhanced attendance from 36% to over 105%, active time from 39% to more than 97%, and productivity from 40% to over 95%.
Read moreProductivity from 40% to 95%!

std::cout << "Configuring with 100,000 samples..." << std::endl; engine.configureRenderer(100000);
Rendering massive 4K print images or animations requires incredibly large frame buffers.
If you're looking for more information on optimizing rendering performance or addressing specific issues related to this warning, check out the following resources:
When the samples are capped, the engine cannot utilize the GPU's full "occupancy." Instead of finishing a massive chunk of work in one go, the GPU has to stop, report back to the CPU, and start a new batch of work. This "round-trip" overhead adds up, especially on complex scenes with heavy lighting or volumes, leading to noticeably longer render times. Common Causes
kicking in to prevent your system from crashing. Here is a breakdown of why this happens and what it means for your workflow. The Logic of Sampling
To understand this warning, it helps to understand how modern path-tracing GPU renderers split workloads.
The warning typically occurs in V-Ray or similar GPU-accelerated renderers when your scene is reaching the memory (VRAM) ceiling of your graphics card . Why This Happens