render-product-device-pinning

Restrict USD RenderProducts to specific CUDA-visible GPU device indices.

Updated Apr 29, 2026
One-click install
npx skills add https://github.com/PubCyBerry/SO101-Sim2Real --skill render-product-device-pinning-pubcyberry
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: render-product-device-pinning
Source: https://github.com/PubCyBerry/SO101-Sim2Real/tree/main/.agents/skills/render-product-device-pinning
Command: npx skills add https://github.com/PubCyBerry/SO101-Sim2Real --skill render-product-device-pinning-pubcyberry

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps prevent GPU selection ambiguity by restricting USD RenderProducts to specific CUDA-visible device indices for deterministic rendering workflows.

Core Features & Use Cases

  • GPU Device Pinning: Configure RenderProduct deviceIds attributes to control which CUDA-visible GPUs can render a product.
  • USD Rendering Guidance: Apply correct device selection patterns for Python, C/C++, and USD-based rendering workflows.
  • Use Case: Configure a multi-GPU CI rendering scene so a picking workflow consistently uses CUDA-visible GPU 0 without affecting Camera or RenderVar prims.

Quick Start

Ask the skill to update a RenderProduct in a USD scene so it uses the required CUDA-visible GPU device IDs.

Frequently Asked Questions about render-product-device-pinning

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I pin a USD RenderProduct to a specific GPU for deterministic rendering?▼

To pin a USD RenderProduct to a specific GPU, you author the RenderProduct deviceIds attribute to restrict rendering to specific CUDA-visible device indices, ensuring deterministic rendering behavior in multi-GPU workflows.

Why does my multi-GPU rendering workflow select the wrong CUDA device?▼

GPU selection ambiguity occurs when RenderProduct deviceIds are not explicitly authored. You must restrict USD RenderProducts to specific CUDA-visible device indices while respecting CUDA_VISIBLE_DEVICES remapping to prevent the wrong device from being selected.

Does CUDA_VISIBLE_DEVICES remapping affect USD RenderProduct device pinning?▼

Yes, CUDA_VISIBLE_DEVICES remapping affects USD RenderProduct device pinning because the deviceIds attribute must map to the CUDA-visible indices, ensuring the renderer respects the correct remapped GPU constraints for ovrtx workflows.

How do I configure a multi-GPU CI rendering scene for viewport picking?▼

You configure a multi-GPU CI rendering scene by authoring the RenderProduct deviceIds attribute so the picking workflow consistently targets CUDA-visible GPU 0, leaving Camera or RenderVar prims unaffected by the GPU selection constraints.

What are the limitations of restricting render products to specific GPUs?▼

Limitations include respecting renderer constraints and ensuring correct deviceIds authoring, as failing to account for CUDA_VISIBLE_DEVICES remapping in multi-GPU environments can break the deterministic behavior of ovrtx rendering workflows.