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Posted: Sat Dec 13, 2008 6:43 am
carbon wrote:fused: indigo crashed every time when using ~1.1gb of memory on wine.. so i still think it is wine issue
na, i still think its a 32 bit issue. when the load is 1.1gb and indigo tries to allocate a 4800x4800x2x32x3xnumber of light layers bit image buffer the 32 bit limit is reached, resulting in a crash.
feel free to correct me if im wrong
Posted: Sat Dec 13, 2008 7:10 am
these calculations aren't my cup of tea, maybe you're right, dunno.. i thought it is 32bit limitation when single program cant use more than ~3gb..
Posted: Sat Dec 13, 2008 8:47 am
well, that's a big part of it then. light layers were not available in earlier versions. that explains the newer versions crashing at a much lower res than before. I hadn't considered that each light layer would add the full image res to calculate. I guess I'll be doing away with my layers when I'm done testing and ready to go big.
Posted: Sun Dec 14, 2008 12:36 am
Fused sounds darn right, with a single layer at 6000x4500 indigo.exe (1.1.15) has a memory footprint of 1053Mo and it keeps running for 1h40 now... the scene is pretty light though.
Also don't neglect indigo_console.exe
for final renders, or at least set a high value for display_period (to save CPU cycles, say... 3%
?). The console doesn't load ui stuff and related.
Posted: Sun Dec 14, 2008 2:28 am
CTZn: yep, sure, i did first tests (on osx and wine) i did with indigo_console
Posted: Mon Jan 05, 2009 6:58 am
Posted: Wed Jan 07, 2009 4:42 am
I've rendered at over 10000 x 10000 before on a simple scene on my 64-bit boxen. It's not an indigo problem