# Job Configuration & Settings

**1. AOVs & Output Setup**

* Ensure all AOVs and output paths are correctly configured before submission.
* ⚠️ Note: These settings cannot be changed once the job is submitted.<br>

**2. Run Test Batches**

* Submit multiple small batches:
* 25–50 frames: Check visual fidelity and consistency
* 50–100 frames: Evaluate animation flow, motion blur, and lighting
* Use viewport playblasts or animatics to preview animation timing before full-resolution rendering.<br>

**3. Version Control**

* Do not update your engine or application versions after rendering begins.
* Ensure render engine version matches local project version 1:1.<br>

**4. Scene Baking**

* Bake all simulations and dynamics (cloth, particles, fluid, rigid body).
* Cache MoGraph clones and effectors to avoid real-time recalculations.<br>

**5. VRAM Optimization & OOC Avoidance**

* Minimize Out-of-Core (OOC) memory usage to reduce instability and render failures.
* Use texture compression, reduce texture size, simplify shader networks, and consolidate materials.
* ⚠️ If your local render uses nearly all VRAM, it will likely exceed memory on lower-tier RN nodes.
* &#x20;Aim for <90% VRAM usage locally; optimize scenes to run entirely in VRAM if possible.<br>

**6. Scene Cleanup & Efficiency**

* Eliminate unnecessary geometry and reduce subdivision levels.
* &#x20;Remove unused or hidden assets, deactivated dynamics, and unsupported plugins.<br>

**7. Network Support Access**

* &#x20;Use the **Render Network** channels for live tech help and rendering issues.<br>

**8. Playback & Frame Validation**

* ⏯ Use Render Network playback tools (Manager App or WebApp) to validate test frames.
* Approve 2–3 visual keyframes before scaling to full batch submission.

#### Critical Network Settings: VRAM, Max GPU, and Tier<br>

**Minimum Node VRAM:**

* If your scene uses \~7.9GB locally, choose **11GB or higher** to account for GPU overhead.
* **Priority Tier 2** gives access up to 32GB nodes in addition to smaller ones.
* **Economy Tier 3** limits maximum available nodes to 11GB minimum VRAM.\
  ![](https://1286142079-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MKt2GmpnqwLIsi-Sh1Z%2Fuploads%2FK2Ra58piSELQt7gRAAuk%2Funknown.png?alt=media\&token=eabafba1-7ba2-480b-8caf-3fa6bf4a8d12)

**Maximum Number of GPUs Per Node:**

* Limits how powerful each assigned node can be.
* Helps avoid assigning unnecessarily large nodes to small scenes, saving on costs and improving availability.\
  ![](https://1286142079-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MKt2GmpnqwLIsi-Sh1Z%2Fuploads%2Fnw4jItyWxztqRWsBVOXB%2Funknown.png?alt=media\&token=0722752e-5716-4d68-9dc1-0afcf4e93f47)

**Tier Selection:**

* **Tier 2 (Priority):** Faster queue, broader node pool, includes large VRAM nodes.
* **Tier 3 (Economy):** Cost-effective, slower queue, capped VRAM pool.

**Cost Savings Tip**: Avoid overpowered nodes for simple jobs.

Use the built-in **Cost Estimate Calculator**:

* Input your [**OctaneBench score**](https://render.otoy.com/octanebench/) (found via OB tool or prefilled in Manager App).
* Time a representative frame locally - ideally, choose a complex or mid-sequence frame.
* Enter frame time and OctaneBench score for an approximate token/credit estimate.
* Note: Estimates are approximate; results vary with scene complexity.
