I got the error “Processing failed: The application has run out of memory [0x4002\0x4001\0x7\0x7]” while texturing. I was using the following settings, from the UV generation on my model
My machine has 128 GB RAM, Virtual memory on a dedicated Optain 50GB-178GB, and a System Managed Thunderbolt 12 drive RAID that has 103 TB open! I can’t understand how this can run out of memory with this much fast virtual memory available. Is the error wrong?
I still think that the software should continue to calculate whether it is using real RAM or Virtual Memory. I don’t think it ran out of virtual memory because in addition to having massive resources it wasn’t even using what was available when I checked on it while processing.
It would be nice if this is a limitation, if we could get a formula that would let you calculate how much memory you will need to complete a given number of textures to avoid wasting time on very long processes that won’t finish. I can even imagine software checking to see if you have the resources required to complete a task before starting.
My next attempt is going to be to reduce the number of tiles by shrinking the gutter, then adding the gutter back in a Texture Reprojection. Hopefully RC doesn’t have the “glittering gutters” problem in the reprojection that many realtime engines mipmapping have.
In case anyone else is in the same situation in the future. The approach I took worked, apparently texture reprojection does not have the memory requirement that generating the texture from the images does and the size of the gutter has a significant impact on the amount of RAM required so running those separately helped.
Although I was able to get my project done it still worries me that RC wasn’t able to use the virtual memory. I hate to think that this is the upper limit of what can be achieved.