#SGI renderer & 3DS
17 messages in this thread
Greetings all,
I am currently running SGI renderer benchmark tests on our Onyx and have had
some pretty amazing results and some pretty amazing problems!
Scenes which would be quite impossible to render even on a 128 Meg P100 can
render in 48 seconds!
Does anyone out there know why a Fatal Error (or No RAM for Bitmap) error would
occur on the Onyx (What happens to the swapping (on the SGI) when I top 1
Gig?) We are using quite a lot of summation mapping in this project and the
textures we are using are very high res.(from 1.5 meg to 9 meg JPEGs) could
this be the problem?… Are there any known bugs with swapping on the SGI
renderer?
Im very pleased with the results I've seen so far and look forward to ironing
out this problem.
Any feedback would be greatly appreciated!
Thanks in advance!
Ian Coony
3DS modeler (RGA/LA)
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
You're running out of swap space. Run "swap -l" and check what you have
available. Check "man swap" for more options, including the option of using
"virtual" swap space (where the swap space grows as needed depending on disk
space).
Thanks Gus
– Ian
Don't know what Id do without you guys!
Hope to see you all at SIGGRAPH this year
(Ill be the guy with the eyeballs popping out of his head!)
Ian,
<Don't know what I'd do without you guys>
Maybe listen to your dealer <g>? Thanks to the guys for confirming all my work
here.
Check that network log, Ian, and BTW, 300M is a pretty small swap space on an
Onyx (most single-use stations running Wavefront or Alias suggest that for a
design station). How big are those maps uncompressed – 40-100M each?
Anyway, check with Dustin – he has a new auth code to enable the renderer on
the Challenge XL, also with 1 gig. This will let you check out some possible
machine-specific problems, such as bad memory at that 700M+ threshold.
I have discussed with Colin that I might come on-site Thursday (if not sooner),
depending on the results of the tests on the XL. Perhaps I'll see you there.
Kevin Krell – Computer Support Associates
Sorry Kevin,
<Don't know what I'd do without you guys> = (anyone Ive talked to on CIS)+(the
Phone)
You've been a big help too! Thanks!
Im not a Unix person (or at least wasn't, until last week <g>!), so, for me,
setting the swap file is like learning Japanese in one day. Our systems guys
just plopped an old Personal Iris 4D/35 – complete w/16 whopping megs – next to
me so I can control the whole process a little easier. It was like playing a
video game with the monitor 50 yards away in another room! See ya Thursday!
Im off to hit the UNIX books tonight.
Ian Coony
3DS Modeler RGA/LA
P.S. And to think, I was hired in as an artist!<G>
If you're running out of swap space, it's extremely easy to add more.
Do a: df -k to check your disk space
then as root:
cd /usr mkdir swap cd /usr/swap
/etc/mkfile 500m /usr/swap/swap1
/sbin/swap -a /usr/swap/swap1
tada! you have 500 more megs of virtual memory to render your project.
When you're done and you want to remove it just:
/sbin/swap -d /swap/swap1 cd /usr/swap rm swap1
if you want to permanently allocate the HD space as swap space, use your
favorite editor to pop into /etc/fstab and add:
/usr/swap/swap1 swap swap pri=3 0 0
Obviously if you want to add something other than 500m, just use the
appropriate size when you make the file and if you want to put the swap file
someplace other than usr, say an external HD or another machine, just put the
swapfile in the appropriate place and make sure you point the system to it.
Have Fun,
Paul
Colin,
it looks like you've received some good advice from the crew. FWIW, we have
2.4 gb of swap space on our Challenger XL (1gb RAM, 8 cpu's) and it runs very
nicely that way. We've thrown some huge projects at it, but I don't think we've
caused it to page yet.
Thanks for your insight Martin.
Looking forward to Virtuosity..
-Ian
3ds Modeler (RGA/LA)
Ian,
>> Looking forward to Virtuosity.. <<
me too. In fact, the cast and crew screening is just tomorrow night. Can't wait
:-)))
>> In fact, the cast and crew screening is just tomorrow night. Can't
>> wait :-)))
Martin,
Irene and I have got our RSVP for the 9PM screening, are you goint to the
7pm or 9pm. We thought we'll stop by at Metrolight on the way up, will you
be there?
Ralph
Ralph,
I'm going to the 7pm and I'll try to go to the 9pm too. Either way I'll
probably be hanging out for the festivities and I'm sure I'll see you one way
or another.
I may try to switch to 9pm.
Martin
>> I may try to switch to 9pm.
Well I'm sure I'll run into you one way or another. Hope you do get to
switch. I'll be leaving Oceanside about 4PM with a short trip to drop off
the Rug Rats then I'll be headed to Metrolight (and dinner) before the
screening. Chris says Linda Sue will be there… sure miss the crew!
Where's that Brian?
See ya soon,
Ralph
>>screening is just tomorrow night<<
Good Luck!
From the Ads I've seen Im sure it go well!
-Ian
Ian,
>> From the Ads I've seen Im sure it go well! <<
thanks. I hope so.
Also hope you guys sort out your Onyx woes.