Author Topic: LOL: HALT! Exception time! on DR render slave. Out of memory?  (Read 5127 times)

2015-03-19, 11:56:19

iLEZ

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I laughed when I got the "halt, exception time"-message on one of my 32 core DR slaves. It said to report here.
I'm doing a 2667*4000px render, nothing special. 8 other slaves in the render, working just fine (albeit using just HALF of the processor capacity it seems...). I have only 16gb of ram on the DR server that halts, and 8 is used by another naughty user leaving PS, chrome, bridge, outlook etc open.

Also a suggestion: Is it possible to show the computer names in the DR tab of the VFB in a future release? The IP tells me almost nothing.

Edit: Running 1.00.00, maxsdk 2015 sp2 by the way.
« Last Edit: 2015-03-19, 12:09:35 by iLEZ »

2015-03-19, 14:10:02
Reply #1

Ondra

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Can you post a screenshot of that window?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-19, 14:16:35
Reply #2

iLEZ

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Can you post a screenshot of that window?

Sorry for humongous resolution.

2015-03-19, 14:18:02
Reply #3

iLEZ

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Seems like it simply runs out of memory, which is not surprising.

2015-03-19, 14:21:21
Reply #4

Ondra

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yes, bad allocation probably means out of memory. If the scene is heavy and really used up all memory, then this is not a bug
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-19, 15:04:46
Reply #5

iLEZ

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yes, bad allocation probably means out of memory. If the scene is heavy and really used up all memory, then this is not a bug

Yeah, sorry about that. =)

2015-03-19, 15:34:19
Reply #6

Ludvik Koutny

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I don't see how scene with 4M of unique polygons could be heavy.

2015-03-19, 18:39:44
Reply #7

Juraj

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I don't see how scene with 4M of unique polygons could be heavy.

It's more this:

Quote
and 8 (GB) is used by another naughty user leaving PS, chrome, bridge, outlook etc open.

The case when 16GB suddenly isn't so much like it used to be.

Nonetheless surprised it even takes 8GB for that type of scene. I have half-more (12) for something 50 mil...tons of textures, same high-resolution framebuffer.
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