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3ds Raytracer out of memory with win 32-bit with /pae switch


loa11
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Any ideas why I get out of memory for raytracer in half of rendering, I got Winxp 32-bit, with /pae switch enabled, I got 2x2gb geil ultra dragon and automatic virtual memory control enabled, gigabyte motherboar intel p43 chipset, with Core2duo 8300.

 

Should I try with /3gb switch or is there something in 3ds settings which is causing that on around 50% in rendering I got crash with the out of memory on raytrace msg.

 

Latest 3ds 2009 arhitectual version.

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I don't think /PAE does anything in XP. I think its an old NT/2000 trick. If you have 4gb of RAM then the /3gb switch should help. Also, you really shouldn't let Windows manage your virtual memory because when the system runs out of memory Winodws then has to create a bigger chunk and that is very slow. I'd start out by setting the min and max at 4gb and if you get a message from Windows saying that you are nearly out of pagefile double the min & max to 8gb each.

 

You are rendering using the scanline engine? You can cut down on the number of bounces.

 

Typically raytracing is more processor intensive rather than memory intensive so you might have something like very large maps gobbling up a big chunk of your system RAM and then there is no memory left for the raytrace engine.

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