1GB of RAM holds just over 6 seconds of Full HD, from memory Vegas maxes out at 1GB anyway so no point upping the RAM.
Looks like Vegas is rendering uncompressed HD into that Preview RAM, not very efficient.
Yes, Vegas caches uncompressed frames into the preview RAM, either on the fly as you play out the timeline or when you explicitly tell it to. It seems to me that there were some tweaks to get Vegas to use a bit more (at the risk of starving other things) but in general increased RAM availability is the main point of going 64-bit.
<time passes...> Whether it's efficient or not is pretty subjective. What Vegas is doing with the memory is caching decompressed frames, so in a speed and load sense this is as efficient as it could possibly get. However, from a RAM consumption perspective maybe this isn't so fantastic. Given a choice, I think I'd want uncompressed frames in RAM to minimize the CPU load while things are being cached on the fly.
Prerendering to disk allows you to choose a codec, prerendering to RAM doesn't.
From memory (Vegas system under reconstruction) the amount depends on project settings, at Preview you can fit a lot more into Preview RAM. At Best though even with 4GB available under x64 that's not a lot of video time wise.
Might be time to think about a SSD for a scratch disk.
You're right. What was I thinking? The RAM preview is based on what ever gets loaded into the frame buffer for the preview window. For that matter, I suspect it might even skip frames if you're in something super easy like Draft/Quarter mode. I know it skips frames when it's caching on the fly.
A pair of SSD disks in a RAID0 array ought to handle uncompressed HD, so you could just do prerenders to disk. That'd be nice.