---
title: "Sparse Caches and Instances of Simulators during Rendering"
canonical: "https://documentation.chaos.com/space/PHX4MAX/124760432/Sparse%20Caches%20and%20Instances%20of%20Simulators%20during%20Rendering"
format: markdown
---
## **Memory Usage**

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<span style="color: #000000">In Phoenix, if you load the same cache frame into several Simulators (via the </span><span style="color: #000000">[Input rollout](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124662003)</span><span style="color: #000000">), the cache's data is automatically shared between the Simulators and does not use extra memory. This holds for both copies and instances of the Simulator.</span>

<span style="color: #000000">If you render several Simulators in </span><span style="color: #000000">**Volumetric**</span><span style="color: #000000"> or </span><span style="color: #000000">**Volumetric Geometry**</span><span style="color: #000000"> </span><span style="color: #000000">[render mode](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124396558)</span><span style="color: #000000">, there are a few options that would use extra memory per each Simulator, regardless if it's a copy or instance. Using these settings might also overflow your RAM if you are loading large sparse cache files:</span>

- <span style="color: #000000">Using </span><span style="color: #000000">[Volume Light Cache](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/125312994)</span><span style="color: #000000"> would use extra memory per each Simulator instance if rendering with V-Ray or Scanline. This extra memory is allocated as a dense grids, so remember to disable this option when rendering large sparse VDB caches. Please refer to the </span><span style="color: #000000">[Volumetric Rendering In-Depth](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124363172)</span><span style="color: #000000"> for tips on how to render quickly even with </span><span style="color: #000000">**Volume Light Cache**</span><span style="color: #000000"> disabled - most importantly, use V-Ray's </span><span style="color: #000000">**Progressive Sampler**</span><span style="color: #000000"> and enable </span><span style="color: #000000">**Probabilistic Volumetrics**</span><span style="color: #000000">.</span>
- <span style="color: #000000">Using </span><span style="color: #000000">[Grid-based Self Shadowing](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124629510)</span><span style="color: #000000"> would also use extra memory per each Simulator instance if rendering with V-Ray or Scanline. Again, the extra grids are dense, so change this option if you want to render large sparse VDB caches. You could switch to </span><span style="color: #000000">**Ray-traced Self Shadowing**</span><span style="color: #000000"> instead, or if you are using GI, you could turn </span><span style="color: #000000">**Create Fire Lights**</span><span style="color: #000000"> off entirely and rely on the GI to transport the illumination from the fire.</span>
- <span style="color: #000000">Using </span><span style="color: #000000">[Optimize Big Volumetric Grids](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/125056277)</span><span style="color: #000000"> would consume extra memory per each Simulator instance if rendering with V-Ray or Scanline. Again, the extra grids are dense, so disable this option if you want to render large sparse VDB caches.</span>

## **Render Speed**

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<span style="color: #000000">Using </span><span style="color: #000000">[Grid-based Self Shadowing](https://docs.chaosgroup.com/display/PHX3MAYA4EDIT/Fire+Lights)</span><span style="color: #000000"> or </span><span style="color: #000000">[Optimize Big Volumetric Grids](https://docs.chaosgroup.com/display/PHX3MAYA4EDIT/Smoke+Opacity)</span><span style="color: #000000"> would also add a rendering pre-pass stage for each of the Simulators in the scene.</span>

<span style="color: #000000">All important tips for fast rendering of single volumes apply to many instances as well, please check the </span>[Volumetric Rendering In-Depth](https://docs-chaos.atlassian.net/wiki/spaces/PHX4MAX/pages/124363172)<span style="color: #000000"> for more information.</span>

## **V-Ray GPU**

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<span style="color: #000000">Note that if you have many overlapping volumes, V-Ray GPU can render an infinite number of volumes in the scene, but no more than 4 volumes that overlap at the same position in space.</span>