Cannot bake Occlusion. Out of memory in TomeGenerator

Hi,
I’m unable to bake occlusion in a pretty simple scene. I’m getting the following errors:
Error occurred in occluder data computation:
Out of memory in TomeGenerator

Here are my settings (its a airship game hence the large numbers):
2938626--217433--upload_2017-1-28_9-47-31.png

I have 32 GB of ram on this PC.

Thoughts?

2938626--217432--upload_2017-1-28_9-45-34.png

Same here, system has 60 GB of ram.

Yeah, I got the same problem. Have one Terrain that is 5000x5000 and a 32GB machine, with the 1070 video card, and an AMD 8-CORE processor.
Not sure what is causing the problem, but OUT OF MEMORY IN TOME GENERATOR is the error I am getting. The previous error says ERROR OCCURED IN OCCLUDER DATA COMPUTATION. How can this be? I even have the blue lines compilation, too.
Oh, and I am using UNITY3D Version 5.6.2p2. Of course, in the Occlusion tab, it shows that NO OCCLUSION DATA HAS BEEN BAKED, too

I received the same error message and I fixed it by increasing the “Smallest Occluder” and “Smallest Hole”.

Try increasing those values until the error goes away.

Fortunately my values were small enough for success:
Smallest Occluder = 10
Smallest Hole = 1

Error occured when using these values:
Smallest Occluder = 4
Smallest Hole = 0.25

Time passed but error is still there. I have 64 gb Ram and I see that baking is using less than a half oft it.

Bumping for justice. Still happens on 2019.3.15f1 + 32 GB;
It doesn’t even seems to be even using that much RAM. This looks like a bug.

Okay, so I think I found a way to bake large and complex scenes. For the future searchers:
Make sure to use Occlusion Area component and define approximate areas where your camera in game will be.

By doing so you’ll drastically reduce required memory consumption and bake time, which will also allow you to do higher precision bakes. (I was able to bake 4000x4000 map, with smallest occluder size of 2)

This should be obvious, but it isn’t that obvious from the manual.
In fact this should be mentioned on the first Occlusion Culling page (Unity - Manual: Occlusion culling) of the manual as well, because not everyone even know that Occlusion Area component exists.

Also, for those having dynamic doors → there’s an Occlusion Portal component, that allows toggling on / off occlusion states for the doors, openning passages, etc.

2 Likes

I got the same problem.

Still happens on 2021.3 - there’s no chance I used up 32 gigs of physical ram AND 32 gigs of swap space…

Same