computing_settings

Runtime compute and memory settings.

SETTINGS.computing holds the knobs that decide how much of the machine a render may use and how much work is done eagerly – memory budgets, batch-prep behaviour, the render device, and authoring-time controls.

The animation device is still initialization-only: it is where every Mob’s authoring state is allocated, from the first Square() onward, so by the time a script could ask for it the tensors already exist. SETTINGS.computing.set(animation_device=...) raises with a message pointing at ALGAN_ANIMATION_DEVICE rather than silently doing nothing.

The render device is settable, because nothing that outlives a render is allocated on it: the arena is built per job, every cross-render geometry cache is keyed by device, and Taichi’s arch is re-selected at render start (see taichi_runtime.ensure_taichi_for_render). The one exception is a wide attribute – a texture, which materializes its frame window on the render device – and wide_attribute_device_pin() refuses a change once one exists rather than letting the two disagree.

Classes

ComputingSettings

Runtime-adjustable memory, device and authoring controls.