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    Lightmass out of memory...

    Hey,

    I have added some vegetations to my map and now I can't compile any more the lighting without lightmass getting out of memory. I'm quite surprised since I have Windows 7 64x with 16GB of ram, which should be quite enough.

    My map has about 25.000.000 triangles overall, is it already too much to handle for UDK ?

    It will be very painful for me to cut some parts of the map just because of engine limitations

    Here is the full log :

    00:36:06: [Interface:TryOpenConnection] Local connection established
    00:36:06: [Job] Accepted Job CAEF42BE-48B5BC20-976C8A86-B671B76C
    00:36:11: [Job] Launched Job UnrealLightmass_2013-02-18_23-08-01_984384-64bit.exe
    00:36:11: [Job] PID is 2908
    00:36:11: [Job] GUID is "CAEF42BE-48B5BC20-976C8A86-B671B76C"
    00:36:11: Log file created: UnrealLightmass_ASUSR90_86FC02414BD75B1138A7D28C19 9B00FD.log
    00:36:11: Lightmass WIN64 started on:. Command-line: "C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe" CAEF42BE48B5BC20976C8A86B671B76C -trisperleaf 4
    00:36:11: Processing scene GUID: CAEF42BE48B5BC20976C8A86B671B76C with 8 threads
    00:36:11: Building static lighting...
    00:36:11: [Job] Found a parent connection for PID 2908
    00:36:11: [Job] 30803FA2 -> 3EA0AB40
    00:36:11: [Interface:TryOpenConnection] Local connection established
    00:36:25: Measured CPU frequency: 2.29 GHz
    00:36:25: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
    00:36:25: Number of texture mappings: 38851
    00:36:25: Number of vertex mappings: 1851
    00:36:25: Number of terrain mappings: 0
    00:36:25: Number of fluid mappings: 0
    00:36:25: Number of landscape mappings: 144
    00:36:25: Number of SpeedTree mappings: 0
    00:36:25: Number of BSP mappings: 0
    00:36:25: Number of static mesh instance mappings: 40702
    00:36:25: Number of SpeedTree mesh instance mappings: 0
    00:36:25: Reserving memory for 40846 meshes, 38140828 vertices, 25005967 triangles
    00:36:31: Clamped the number of direct photons to emit to 40.000 million, from 82.452 million requested.
    00:36:31: Scene surface area calculated at 54402.797 million units (23.104% of the estimated 235464.172 million units)
    00:36:31: Importance volume surface area calculated at 54402.797 million units (0.000% of the estimated 0.000 million units)
    00:36:31: Clamped the number of indirect photon paths to 20000.
    00:36:31: Clamped the number of indirect photons to emit to 40.000 million, from 261.133 million requested.
    00:36:31: Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
    00:36:31: OUT OF MEMORY: Realloc: 2891925536 bytes ( 6853.96MB) requested, 8381637.50 of 8388608.00 MB of virtual memory free, 9609.61 of 16270.32 MB of physical memory free, 6628.90 of 16268.46 MB of page file free
    00:36:34: Exception handled in main, crash report generated, re-throwing exception
    00:36:34: Exception handled in main, calling appHandleCriticalError
    00:36:34: === Critical error: ===
    00:36:34:
    00:36:34: Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
    00:36:34: OUT OF MEMORY: Realloc: 2891925536 bytes ( 6853.96MB) requested, 8381637.50 of 8388608.00 MB of virtual memory free, 9609.61 of 16270.32 MB of physical memory free, 6628.90 of 16268.46 MB of page file freeRaiseException() Address = 0xfe2aac3d (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    00:36:34:
    00:36:34: CxxThrowException() Address = 0x744714f1 (filename not found) [in C:\Windows\system32\MSVCR100.dll]
    00:36:34:
    00:36:34: Address = 0x40055ac1 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x400562df (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x400537d6 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x4000dc6b (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x40050544 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x40048edd (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x4008dc83 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x400647d8 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x400648f1 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0x4002e1e6 (filename not found) [in C:\UDK\UDK-2013-02\Binaries\SwarmCache\Jobs\Job-CAEF42BE-48B5BC20-976C8A86-B671B76C\UnrealLightmass.exe]
    00:36:34:
    00:36:34: Address = 0xf30e17c7 (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v4.0.30319\cl r.dll]
    00:36:34:
    00:36:34: Address = 0x151bd4 (filename not found)
    00:36:34:
    00:36:34: Address = 0x151bd4 (filename not found)
    00:36:34:
    00:36:34:
    00:36:34: CreateProc AutoReporter.exe "UE3AutoReportDump.txt" "UnrealLightmass_ASUSR90_86FC02414BD75B1138A7D28C1 99B00FD.log" "UE3AutoReportIniDump.txt" "UnrealLightmass.exe-2013.08.12-00.36.31.dmp" -unattended
    00:36:34: Couldn't start up the Auto Reporting process!
    00:36:34: *** CRITICAL ERROR! Machine: ASUSR90
    00:36:34: *** CRITICAL ERROR! Logfile: UnrealLightmass_ASUSR90_86FC02414BD75B1138A7D28C19 9B00FD.log
    00:36:34: *** CRITICAL ERROR! Crash report:
    00:36:34: [CloseConnection] Closing connection 3EA0AB40 using handle 3EA0AB40
    00:36:34: [CloseConnection] Connection confirmed for disconnection 3EA0AB40
    00:36:34: [CloseConnection] Connection disconnected 3EA0AB40
    00:36:34: [GetMessage] Safely returning to 3EA0AB40 with no message
    00:36:34: [MaintainConnections] Local connection has closed (3EA0AB40)
    00:36:34: [MaintainConnections] Removed connection 3EA0AB40
    00:36:34: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: 1
    00:36:40: [CloseConnection] Closing connection 30803FA2 using handle 30803FA2
    00:36:40: [CloseConnection] Connection confirmed for disconnection 30803FA2
    00:36:40: [CloseConnection] Closing orphaned Job (CAEF42BE-48B5BC20-976C8A86-B671B76C)
    00:36:40: [CloseConnection] Connection disconnected 30803FA2
    00:36:40: [GetMessage] Safely returning to 30803FA2 with no message
    00:36:40: [MaintainConnections] Local connection has closed (30803FA2)
    00:36:40: [MaintainConnections] Removed connection 30803FA2
    00:36:40: [MaintainConnections] All connections have closed
    Is there a trick ? I have restarted my computer to empty the ram but still won't work. The weird thing is that I saw in the process monitor that the ram usage rise over 6-7 GB when lightmass become out of memory, it's only the half of the total amount of ram in my computer !

    Please help !

    #2
    Try doubling the virtual memory inside Windows. 25 mil. triangles is a lot i believe so 16 GB ram just may not be enough while baking lights.

    Comment


      #3
      Okay, I have set the virtual memory to 32GB of ram and it's seems to work now, although I need the compile to end to confirm.

      cheers

      Comment


        #4
        You could also decrease the size of the LightmassImportanceVolume if the edge areas of the map are not within the play field.
        That can decrease the memory requirements for building.

        Comment


          #5
          Originally posted by DGUnreal View Post
          You could also decrease the size of the LightmassImportanceVolume if the edge areas of the map are not within the play field.
          That can decrease the memory requirements for building.
          Oh that's a good idea, I didn't think about that.

          Anyway, the compilation was a success !

          Thanks for having answered guys

          EDIT : While we're there, does anyone know what is the limit for an "acceptable" amount of triangles in one map ?

          Comment


            #6
            There really is no set limit on triangles per map.
            The limit is more based on what is currently in the camera frustum.
            If the material shader complexity and fill rate are acceptable for rendering, the total map triangle count can be very high so long as mesh LOD, distance culling, and frustum culling keep the total triangle count that is in view to a reasonable number.

            Comment

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