storespaster.blogg.se

Not enough memory to open this illustration
Not enough memory to open this illustration













not enough memory to open this illustration
  1. #Not enough memory to open this illustration drivers
  2. #Not enough memory to open this illustration driver
  3. #Not enough memory to open this illustration full
  4. #Not enough memory to open this illustration windows 8.1
  5. #Not enough memory to open this illustration professional

#Not enough memory to open this illustration professional

However before I ask a graphics professional to turn off this setting will there be any negative affects for other parts of his job if/when we turn this off?I read a few places that disabling this option has helped with the memory issues. I know what Anti-aliasing does with smoothing the edges of objects. From the outside it appears quite non-deterministic when stuff is just swapped and when the system is out of memory.I am not the end user, but simply an IDIOT who happens to know a slight bit more about the grey boxes under the desk than other coworkers so keep that in mind. Except sometimes it does not, although there might be 1 GB of OpenGL textures marked as non-resident at the moment and you only want to resize a buffer object to 20 MB. This decreases performance, of course, but it works very conveniently.

#Not enough memory to open this illustration driver

Could you maybe shed a bit light on why the out-of-memory error happens in the first place in an OpenGL application, given that not everything is needed at once? The driver is obviously able to swap data in the background, since we are constantly using more memory than the physical memory limit of the GPU, but never at the same time. It does not make life easier for a developer, though.

#Not enough memory to open this illustration full

Thank you for your response! It makes sense that the driver or even OpenGL is not in full control of the OS and how it will handle failure cases. There’s little to do about the fact that your applied workload exceeds the capabilities of your chosen hardware, other than trying to put less burden on the graphics board memory by doing smaller things more often or use one or more workstation class boards with more VRAM which can handle the CUDA simulation and geospatial rendering you require.

not enough memory to open this illustration

The OpenGL driver is able to catch out of memory cases in the user mode part, though on the kernel mode side if there is an out of memory condition the OS detects, OS counter measures against system failures get more drastic. That’s why you get different kinds of error messages. That can be failing silently, returning a fatal error which forces the OpenGL driver to abort (your case 2), or maybe just shut down the driver. For example if a single rendering command sent to the OS uses more resources than the OS can allocate for it inside the kernel(!) mode driver at this time, there is nothing to do about some of the consequences the OS takes.

#Not enough memory to open this illustration drivers

Some of these errors are not under the display drivers control but are coming from inside the operating system itself. The OpenGL context we request is 4.4 Core Profile, if that makes any difference.

#Not enough memory to open this illustration windows 8.1

We use recent drivers (361.75) on Windows 8.1 Professional. What good is the error reporting callback if it dies with/before the context? And, well, considering events 3 and 4, the GL_OUT_OF_MEMORY error should be thrown at some point. Why is the handling of out of memory errors so inconsistent with the Nvidia driver? The driver must not overrule the OpenGL error reporting to instantly kill the entire application. Unfortunately, the events here are sorted by increasing probability, with options 2 and 4 being a hard crash and an absolute no-go for an application. The very, very bad thing is that option 1 will almost never occur. The application freezes at the next OpenGL synchronization point such as glFinish or glMapBuffer.Next time any object of the context is used, arbitrary OpenGL error messages are reported, such as framebuffer incomplete, texture has size 0 etc. Nothing happens at first, the allocation fails silently and the context dies.The driver pops a message: “Request for more GPU memory than is available”, the application will crash hard without any way to safely exit with pending changes etc.In this case, we can throw an exception and handle the situation in a satisfying way. The OpenGL call reports GL_OUT_OF_MEMORY which we receive synchronously through the GL_KHR_debug callback.

not enough memory to open this illustration

When running out of video memory, one of four things will happen: The system will run out of memory when resizing or creating a texture or buffer object, which we do fairly frequently. The major problem we have with this is that we have almost no possibility to react to this situation. Due to the size of the data, we often reach the video memory limit, which is 2 GB for the GTX 680 cards we currently use. We have an application that couples a CUDA simulation with geospatial rendering of the results in OpenGL.















Not enough memory to open this illustration