#SGI renderer & 3DS
31-Jul-95 16:50:13
Sb: #182912-#SGI renderer & 3DS
Fm: Brian Rudolph [Adesk] 71722,170
To: RGA/LA 102200,1237
Hi Ian,
There aren't any known bugs with swapping on the SGI renderer, although there
are some differences from the PC version.
On the PC when you swap to disk, the swap space is dynamicaly allocated, taking
as much hard disk space as needed until there is literrally no more space
available.
On the SGI's the swap space is pre-allocated. Thus, if you have not
preallocated enough swap space, the proccess could crash because it ran out of
system resources or swap space, even if there are gigabytes of hard disk space
available.
It is very difficult to calculate how much memory will be needed ahead of time,
because the SGI swap files are typically much bigger than those on the SGI, and
the equations we have for elements in the scene and how many bits of rendering
memory each needs allocated are different for the SGI than they are for the PC.
(Right now, we only have the PC side.)
So…trial and error is the only way to determine whether you have enough swap
space allocated. If your rendering process crashes, there are two places to
look. The first is the console window on the SGI. There might be system
messages sent to that window. The second place ( and the best place for
checking things out) is the network log that is generated when you start the
network render process. (This assumes that you send the job from a PC, and are
not using command line rendering. )
In the network log, you will see an entry for each frame that shows memory and
swap space used, like this:
[03:22:52] Machine 4368 [GRUMPY-BRIANR] assigned frame 300
[03:24:26] Machine 4368 [GRUMPY-BRIANR] completed frame 300
[03:24:26] [GRUMPY-BRIANR] Frame elapsed time: 0:01:34 (94 seconds)
[03:24:26] [GRUMPY-BRIANR] Avail:67108864 Used:62152704 Swap:17276928
You will get this for every frame rendered. Using this information, you can see
how the memory needs of your scene change over time, and this log will also
tell you if a frame did not have enought memory to render and the process was
halted. This is the best way to check to see if you are having swap file
problems.
Also, as you surmised, the sheer amount of bitmaps you have, and their size,
may be causing a problem as well. One of the requirements of rendering when
using a bitmap in the scene is that a portion of that bitmap must be stored in
physical RAM, and can not be allocated to virtual memory. On the PC, the "No
RAM for Bitmap" error will occur if there is not enough phisical RAM to load
all the images simultaneously and hold that minimum amount of the images
scanlines in the physical RAM. You might be experiencing the same thing.
-Brian