I noticed an annoying behavior. When I do a mistake and overload the GPU load and then go back to the previous stable parameters, TD still runs at 5fps and it seems that the GPU didn’t unload the “mistake load”. Hope it makes sense !
This is ‘intended behavior’ that needs to be this way for performance reasons. To free the gpu memory that is no longer needed, use the respective methods or parameters on POPs Clean up GPU Memory
There might be an operator that fails to free its allocated memory on demand. Do you have an example that shows the issue? It could help us isolate the problem.