rendering problem solved

auggybendoggy wrote on 10/22/2006, 5:54 PM
Fldave,
You gave me some rendering settings tips and it worked. I had my dynamic ram set to 600 and so I set it to 16 and no crashing.

What does this do exactly, I know you commented a bit on it but reading the manual doesnt reveal much. What does this do?
what does a high number mean? vs. a low number?

thanks,

Auggybendoggy

Comments

fldave wrote on 10/22/2006, 7:07 PM
Dynamic RAM preview (from the manual)

"Determines the size of the RAM cache for building dynamic RAM previews in the Video Preview Window"

"A portion of your RAM is dedicated to cache video frames that Vegas software cannot render in real time"

The following is my "theory" only:
It appears that Vegas does not release this allotment for final rendering. So, if you have 1GB of RAM, and you allocate 600MB to Dynamic RAM preview, that leaves 400MB for Windows, background services, and your Vegas render. When the 400MB is used up, then Windows goes to the swap/page file. The result is an excruciatingly long render, increased cpu usage in transfering data to and from the swap drive, and increased chance of something going wrong.

Your render may even require a RAM amount greater than your available RAM (400MB) and your swap file (say 1500MB). When that happens, windows craps out, maybe blue screen, maybe just the large, obtuse error messages.

If you set Dynamic RAM to a low number (I usually set it to 0, but say 16MB), that just gave you 600MB more RAM to work with in the final render.

Hope that helps.
auggybendoggy wrote on 10/23/2006, 7:38 PM
it does.

my only question is...
Is balance good.

In other words, is 64 better than 16? or perhaps 32?

Aug
fldave wrote on 10/24/2006, 4:19 AM
Actually, in other testing, I found an anomoly at 16 through 64. Longer rendering times than at 0 or 128, depending on what type of effects.

http://www.visualretreat.com/vegas/2005_V5V6_Compare.htm

So I try to stick with 0 or 128 for final renders.