Hi Colin,
Just to update you:
I was wrong when I mentioned that adding a delay between render threads caused it to work.
It did work, coincidentally, for a limited time but the issue started up again today.
It would complete render processes for 26 of 27 UDIMs and freeze one of the threads in between.
Same issue as before where that render process wouldn't progress past engine initialization.
Initially I couldn't even get past the 3rd UDIM before all the other render threads froze, so this was definitely a huge improvement, but unfortunately not good enough.
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After debugging it a bit further today, I updated the drivers for the Quadro and I seem to be getting consistent results (so far) with the renders. It also seems to be using my physical memory a lot more effectively, as I'm creating so many jobs that it maxes out the physical memory in d3d10, whereas it would only consume 50-60% with the old drivers.
I'm currently trying to limit threads based on memory utilization and will do some more testing with other assets to confirm if the driver change did in fact fix the issue.
I'll follow up as well when I have some new info for you.
Thanks