Quote from: Oshyan on May 21, 2008, 01:43:28 AM
Yes Martin, lowering the minimum to 2 might indeed help, if it's due to memory issues (as it may very well be). The next build should give you more flexibility and control over memory use, as well as performing better in multi-core systems, not to mention the addition of "large address" support for those of us on x64 systems or using the /3GB switch.
- Oshyan
Thanks Oshyan.
I forgot to mention, I was in a hurry to get from work
, that I have xp64, 8 GB RAM. So RAM shouldn't be that much of a problem
I'm currently rendering a very heavy scene with 7 VHQ, 3 HQ and 2 high-poly models @ 1200x800 with detail 1, AA 14 (grasses) and GI 2/2.
The render froze twice when using 1 instance with 4 min. threads and 16 max. threads, RAM usage was ~1.3 GB.
Yesterday I made a quick and dirty test to see the difference in adjusting the min. and max. threads.
I chose to render the default scene loaded by TG2.
- Using min. 1 and max. 2 results in 1 core of 4 rendering (25% CPU usage and ~110 MB RAM)
- Using min. 2 and max. 2 results in 3 cores, maybe 4? of 4 rendering (67% CPU usage and ~150 MB RAM)
- Using min. 2 and max. 4 results in 3 cores, maybe 4? of 4 rendering (72% CPU usage and ~190 MB RAM)
- Using min. 3 and max. 4 results in 4 cores of 4 rendering (100% CPU usage and ~220 MB RAM)
- Using min. 3 and max. 16 results in 4 cores of 4 rendering (10% CPU usage and ~260 MB RAM)
- Using min. 4 and max. 16 results in 4 cores of 4 rendering (100% CPU usage and >300 MB RAM)
The results aren't really predictable but it's obvious that even for a simple scene like this default scene the amount of RAM used increases quite much over increasing threads. Probably not to mention the difference when things are getting complicated.
Conclusively I decided to open 2 instances of TG with min. 2 and max. 2 threads and it is still rendering using ~1.3 GB RAM per instance