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.