How does Cycles handle GPU thread priority and can it be changed?

Bumping this because I think it’s an issue that has big, albeit untraceable, consequences. It doesn’t happen in simple scenes but with very complex light path simulations in interiors or some exteriors it lags very much and UI is unusable unless the render border is tiny or you switch to CPU.

It especially makes sense since we now get UI overlays in Cycles.

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