Vegas stability and the Memory Hack

Marc S wrote on 8/30/2009, 4:09 PM
I'm still using Vegas 32bit (because of plugins) and I'm editing on an Intel quad core, Windows 7 with 8 gigs of ram.

Well, I just installed V9.0b and started crashing again when working on a long-from project. Then I remembered that my stability increased dramatically in 9.0a by using the Vegas memory hack. I just performed the memory hack on the 9.0b files and stability has returned.

It's not perfect but if you are crashing and have not tried this solution I highly recommend it. Here's the thread that explains how to do it.

http://www.sonycreativesoftware.com/forums/ShowMessage.asp?ForumID=4&MessageID=648182

Comments

CClub wrote on 8/30/2009, 4:30 PM
Does anyone know if the Memory Hack can be used with 9.0b or even if it's still necessary due to Vegas improvements (I'm still using 32bit due to plugins also... planning on upgrading to 64bit with new Windows OS in October, though)?
Marc S wrote on 8/30/2009, 7:19 PM
Yes, that is the point of my post. I just installed 9.0b and it was unstable on large projects until I redid the memory hack that I had done on 9.0a. Although I am also using a 64 bit system (windows 7) and I have 8 gigs of ram. I'm not sure if this is useful in XP 32bit.

Regards, Marc
Aje wrote on 8/30/2009, 11:54 PM
I´ve read all about this hack but don´t dare to do it yet.
If this memoryhack is so easy to do why is it not done already in the program?
There must be a reason.
I can´t understand why this wellknown and serious memory issue of Vegas isn´t solved by Vegas programmers - if its that easy.
/Aje
Marc S wrote on 8/31/2009, 12:00 AM
You make a good point Aje. The only thing I can think of is that on systems with less memory perhaps it causes instability. I'm using window 7 which is 64 bit and allows full access of my 8 gigs of ram. I would probably not try it on my XP system with 4 gigs.
ushere wrote on 8/31/2009, 12:26 AM
@marc

interesting point because if i remember i think b3t came up with it for misbehaving 32bit systems with 4gb ram.

with my new system i haven't, touch wood, come up against any memory problems - come to that, on my old system i didn't either - but then again, i try to keep my tl vegas friendly....

leslie
Christian de Godzinsky wrote on 8/31/2009, 1:24 AM
Yeah, blinks hack really saved a number of people's a**es...

And talking about b3t, he's been silent for more than 2 weeks... Has he been banned, sick or on vacation ;) ??

Christian

WIN10 Pro 64-bit | Version 1903 | OS build 18362.535 | Studio 16.1.2 | Vegas Pro 17 b387
CPU i9-7940C 14-core @4.4GHz | 64GB DDR4@XMP3600 | ASUS X299M1
GPU 2 x GTX1080Ti (2x11G GBDDR) | 442.19 nVidia driver | Intensity Pro 4K (BlackMagic)
4x Spyder calibrated monitors (1x4K, 1xUHD, 2xHD)
SSD 500GB system | 2x1TB HD | Internal 4x1TB HD's @RAID10 | Raid1 HDD array via 1Gb ethernet
Steinberg UR2 USB audio Interface (24bit/192kHz)
ShuttlePro2 controller

ushere wrote on 8/31/2009, 3:37 AM
well i for one hope he hasn't been banned. he can be quite obstreperous and opinionated, but he's also a fund of knowledge - especially with the memory hack he developed....

are we allowed to take holidays from the forum? no one told me so?
entilza72 wrote on 8/31/2009, 4:24 AM
Some info to share:

The hack works, but there's still heavy limitations for 32 bit OS's.

I have a 32 bit system with 4Gb of RAM (3.25 is addressable) on XP 32 and Vegas 9.0b. I have a 12Gb swap.

The hack is supposed to allow the touched exe's and dll's address more than 2Gb - the 2Gb limitation is usually imposed for XP 32.

For my projects, Vegas rarely gets to 1Gb of mem usage during a render, and the system *always* has over 1Gb of physical memory free, and around 10Gb of swap free.

Regardless, all of my complex 1080p projects crash. I cannot output them without chopping them into <4 min pieces (which is a nightmare when its an ac3 project that needs to be reassembled).

By "crash" I mean it ceases to render, with an out of memory error.

The hack as described definately improved stability for me, but only a little. For example, if a 17 minute project was crashing reliably at the 50% mark in rendering, the hack would allow it to get to over 90% before crashing. That's great, but still a 0 result if you know what I mean.

Unfortunately, the memory issue doesn't behave in an easily measurable form - removing 25% of the project still resulted in a crash after roughly 90% of the project was rendered - some crazy memory stuff going on there.

I only started to get traction once HD source material was limited to 3:30 per VEG file. Your milage may vary.

Cheers,
Jason
CClub wrote on 8/31/2009, 7:11 AM
Jason,
That's very helpful info, thanks. I have a very similar system right now as you do. It just confirms for me that I'm going to upgrade a bit to a 64bit OS with a lot more RAM before taking on any more large projects.
ritsmer wrote on 8/31/2009, 9:09 AM
The ”2 GB Hack” is not really a Hack – it is just a way to work around a Windows memory issue that disturbs many programs – i.e. Flight simulator, FIFA Manager 09, Gothic 3 etc.

Obviously the programs are written to utilize more than 2 GB – but something goes wrong when Windows tries to allocate space over 2 GB via the page file.
The remedy for all programs is to change one single setting it the programs file header to tell Windows to allocate the space over 2 GB in another way – and this works well for Flight simulator, FIFA Manager 09, Gothic 3 and also for Vegas etc.

This is just my “2 cents” from some Googling on the topic.
Why the programs are not delivered with this setting in their file headers I can not say – but reading the specific forums for all the programs testifies that the setting seems to be harmless and and seems to solve the problem.
rmack350 wrote on 8/31/2009, 10:18 AM
The 32-bit version of Vegas is delivered compiled with a 2GB limitation because this is the standard flag for the compiler, and because this is the standard practice for Win32.

Win32 allows each program 2GB of virtual space. This is a combination of RAM and Page file provided by the OS to the program. The program doesn't know the difference and treats it all as if it were RAM.

The program is in charge of asking for the memory space. Many programs will never approach 2GB of usage.

I think SCS was just being conservative with Vegas by not compiling it to be Large Address Aware (LAA). It seems like users who've changed the flag haven't had stability issues, nor have they had buffer overruns or security breaches (even if the hack is causing buffer overruns probably no one is interested in exploiting it yet).

If you alter 32-bit Vegas to be LAA you'll get much better results running it on a 64-bit OS because the OS can actually provide more RAM to Vegas. A 32-bit OS can never provide Vegas with 3GB of RAM (the OS still needs RAM and 3GB is about all you'll have available) so you'd just end up using more page file and slowing things down.

Rob Mack
jabloomf1230 wrote on 8/31/2009, 4:14 PM
I think it's time again to post the link to the original MSDN blog that discusses this issue:

http://blogs.msdn.com/ptaylor/archive/2007/06/15/fsx-and-win32-process-address-space.aspx

Although it's technically true that 32 bit programs can access up to 4GB physical RAM under a 64 bit Windows OS, it doesn't necessarily follow that all 32 bit programs will benefit from setting the large address aware flag. Some 32 bit programs have explicit code that precludes them from using more than 2 GB, no matter what you do to the flag.

It appears that 32 bit Vegas does benefit from setting the LAA flag, since you then can use more physical RAM for previewing. Others have claimed that AVCHD encoding also benefits from setting the LAA flag. In my experience, I see no difference in "stability" with 32 bit Vegas 9.0 under Vista x64, but that's just me.