Started by Mohawk20, February 08, 2007, 08:44:53 am
Quote from: Mohawk20 on February 08, 2007, 08:44:53 amI have a consistent problem. While rendering a scene with a lot of large fake stones, after rendering the top half, midway rending the lower right quarter, I get this error message: "The instruction at 0x7c910f29 references to memory at 0x1e4ae930. The read or write operation ("read") on the memory has failed.Klick on OK to end the program."I ran into this message twice on my slower pc, and again on my better pc. That means it's not occasional.I will try rendering at different resolutions...Here is the .tgd for those interested.
Quote from: duff on February 16, 2007, 05:02:41 amAs Oshyan said, there are several applications which defrag the memory for you.One I have used previously is fsautostart, you can also set it up to stop and start services and make other preformance related changes to allow optimal running of the chosen application. It allows the creation of shortcuts so that the all optimisations and memory defragging can be done immediately prior to the application starting.
QuoteDepending on what kind of other applications and services you may have running, 1GB of RAM is really not much these days. XP in a default install takes up about 150MB on its own.
QuoteWhen you say your "memory use goes to 100%" I presume you mean CPU.
QuoteThere is also a known bug that causes CPU use to continue even after the preview finishes updating. This will be addressed in the future.
QuoteAs for TG2 taking memory to render parts of the scene that get covered later, certainly the scene rendering will be made more intelligent where possible. However I think if you look at any other renderer that works with this level of extreme displacement you will see that it's difficult to do proper culling of all hidden scene elements beforehand.
QuoteEven so Terragen should release memory sectors once it has finished with them or from my understanding you begin to see memory address space issues which in turn can lead to that old favorite run time errors, that's my understanding any way which may or may not be correct.
QuoteWe do have tools to look for memory leaks and other common "generalized" problems. "Releasing" memory often isn't as simple as you might think it should be. Memory fragmentation is a problem XP still hasn't sorted out. I'm not sure if Vista is better in this regard, but just because you have "2GB of memory" doesn't mean even 1GB of that would necessarily be available to any given application, even if you have nothing running at the time. Many applications require *contiguous* blocks of memory, sometimes of very large size (256MB's for a large heightfield for example).
QuoteIf previous applications have been running the memory space can get very fragmented and remain so even if most applications are closed afterward. Working around this is a difficult problem that I don't think many developers have solved. There are dedicated "memory defragmentation" programs that supposedly deal with it in fact. But it's always a good idea to reboot and have minimal other programs open when doing a final render.
QuoteAs Oshyan said, there are several applications which defrag the memory for you.One I have used previously is fsautostart, you can also set it up to stop and start services and make other preformance related changes to allow optimal running of the chosen application. It allows the creation of shortcuts so that the all optimisations and memory defragging can be done immediately prior to the application starting.
QuoteThanks for the tip Oshyan and the Lead on the software duff! I installed "fsautostart" configured it with it's help, got my running processes down to 15 not including TGD. Then I ran memory defrag with System Mechanic to free up and defragment memory before starting TG. Hoping this will help with memory errors I get rendering Water or Reflective Shaders. We shall see?