Why even use a 2048 subdiv cache though? It's extremely high. I know in another thread people recommended that for improving render time. Did you prove through actual testing that it made a significant difference? If not, I'd suggest testing that to be sure. If the difference is not more than e.g. 50%, I don't think it's worth the risk, especially if you're pushing memory limits in other ways (e.g. high render resolution, high AA, etc.).
Perhaps you're not aware, but there are many other things besides the subdiv cache that take memory, some of which vary over the rendering process. So even if your memory for the subdiv cache was successfully allocated at the beginning, memory use through the render could vary e.g. with the image buffer or AA buffer, and thus cause a crash due to out of memory issues. Other things that can take up memory are images (either on objects or used as masks or textures on the terrain), heightfields, objects and populations, AA buffers, image buffer, etc. so it's really not a good idea to make assumptions about max buffer size allocation unless you have a very good idea of what else is using memory in the scene.
Btw njeneb, although increasing swap file size may help allocate large contiguous blocks of memory, swap file ("virtual") memory space is so much slower than real memory that it will dramatically slow down your renders. It's not at all recommended to use this as a solution.
- Oshyan