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>> Next time, open the task manager before starting the render, to see how
>> it goes.
>
> I am using Process Hacker 2. Not sure how to monitor swap usage. I can
> only find the option to monitor physical memory, which does not take
> long to deplete.
You need to look how much RAM the POV process is using. If it's anywhere
near the amount of physical RAM in your machine then it's going to start
causing major slowdowns.
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Am 13.08.2015 um 09:25 schrieb Mike Horvath:
> On 8/13/2015 2:42 AM, scott wrote:
>> So it should probably give an option of a maximum amount of memory to
>> ask the OS for? I have similar issues with simulation tools on my
>> windows box, but they (the apps) all give an option to limit the total
>> amount of RAM used. If you set it just under the amount of physical RAM
>> then at least you get an error before things go very screwy.
>>
>
> It might be nice to be able to set an upper limit on how much memory
> POV-Ray is allowed to use and then fail gracefully when this limit is
> reached.
If you are happy with a fixed limit of 3GB, a simple solution would be
to use the 32-bit version of POV-Ray.
As for setting an arbitrary limit, it should be no surprise that this is
something that's not portable across operating systems.
From what I'm finding on the 'net, on Windows machines "Job Objects"
seems to be a viable mechanism to achieve this. The idea would be to
tell Windows that it should simply pretend to POV-Ray that it is out of
memory if POV-Ray's memory requests exceed a given total size; POV-Ray's
failure mode would be the same as with the 32-bit version exceeding the
3GB limit. Whether this causes it to "fail gracefully" depends on
whether every nook and cranny of POV-Ray deals gracefully with an
out-of-memory condition; I currently can't vouch for that.
Alternatively, the front-end could continuously monitor POV-Ray's memory
consumption (it already does that for the status bar display anyway),
and if it exceeds the set limit it could send an abort request to the
back-end. This would make sure POV-Ray doesn't crash, and instead just
terminate the render; however, this mechanism may fail if memory
consumption increases too fast.
On Unix machines, the problem isn't that much of an issue, as operating
systems designed for multi-user operation are typically quite robust
against all sorts of ways an application could possibly run amok.
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Am 13.08.2015 um 09:04 schrieb Mike Horvath:
> On 8/13/2015 2:22 AM, Le_Forgeron wrote:
>> Next time, open the task manager before starting the render, to see how
>> it goes.
>
> I am using Process Hacker 2. Not sure how to monitor swap usage. I can
> only find the option to monitor physical memory, which does not take
> long to deplete.
No need to look any further - if POV-Ray has to resort to virtual
memory, rendering performance will degrade fast, to the point where it's
pointless to continue the render. Worse yet, on Windows it will drag the
entire system into a state I call "Swap Hell", where even a simple thing
like opening the task manager may take half an hour.
> Can POV-Ray monitor this type of stuff? Would be nice to have it log the
> info automatically.
The Windows version already displays its current memory usage in the
status bar; and the render statistics output includes the peak memory
usage during the render (IIRC the Unix version does that as well).
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On 8/13/2015 6:43 AM, clipka wrote:
> The Windows version already displays its current memory usage in the
> status bar; and the render statistics output includes the peak memory
> usage during the render (IIRC the Unix version does that as well).
>
Eventually Windows will step in and terminate the program, at which time
any statistics are lost unless POVray stores them somewhere on disk.
Mike
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On 8/13/2015 1:04 AM, Mike Horvath wrote:
> My computer just locked up due to lack of memory. I got a black screen
> and had to reboot. Is this supposed to happen? Shouldn't POVray be
> switching over to virtual memory?
>
> Windows 7 Pro x64
> 8GB RAM
> POV-ray 3.7.0.msvc10.win32
>
> Not sure how much swap memory got used up during the render.
>
>
> Mike
I just increased the size of the swap file to 32GB and that still wasn't
enough. Time to give up.
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> The Lego town I am working on takes a lot of RAM when you turn the
> little top studs on.
How many top studs do you have in total? You might be able to get away
with only turning them on for the visible ones in the foreground. Once
the studs get to be less than a couple of pixels big you probably won't
notice that they're gone (especially with a little bit of focal blur).
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On 8/13/2015 10:21 AM, scott wrote:
>> The Lego town I am working on takes a lot of RAM when you turn the
>> little top studs on.
>
> How many top studs do you have in total? You might be able to get away
> with only turning them on for the visible ones in the foreground. Once
> the studs get to be less than a couple of pixels big you probably won't
> notice that they're gone (especially with a little bit of focal blur).
>
It's an orthographic render, so all studs are the same size everywhere.
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What about using an SD card or similar storage device for "memory", such as with
"Ready Boost"
http://windows.microsoft.com/en-us/windows/using-memory-storage-device-speed-computer#1TC=windows-7
or "eBoostr"
coupled with:
http://arstechnica.com/gadgets/2015/08/samsung-unveils-2-5-inch-16tb-ssd-the-worlds-largest-hard-drive/
http://bgr.com/2015/07/28/intel-micron-3d-xpoint-ram-memory-technology/
?
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On 8/13/2015 10:07 PM, Bald Eagle wrote:
> What about using an SD card or similar storage device for "memory", such as with
> "Ready Boost"
>
http://windows.microsoft.com/en-us/windows/using-memory-storage-device-speed-computer#1TC=windows-7
> or "eBoostr"
>
> coupled with:
>
>
http://arstechnica.com/gadgets/2015/08/samsung-unveils-2-5-inch-16tb-ssd-the-worlds-largest-hard-drive/
>
> http://bgr.com/2015/07/28/intel-micron-3d-xpoint-ram-memory-technology/
>
> ?
>
>
I'm already using an SSD for my swap drive.
Mike
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On 13/08/2015 18:39, Mike Horvath wrote:
> On 8/13/2015 10:21 AM, scott wrote:
>>> The Lego town I am working on takes a lot of RAM when you turn the
>>> little top studs on.
>>
>> How many top studs do you have in total? You might be able to get away
>> with only turning them on for the visible ones in the foreground. Once
>> the studs get to be less than a couple of pixels big you probably won't
>> notice that they're gone (especially with a little bit of focal blur).
>>
>
> It's an orthographic render, so all studs are the same size everywhere.
How many in total?
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