Terrible Crash Quartz Crystal

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smokris pictureAntialiasing hasn't changed.

manuelzg wrote:
One more thing, why did you guys change the antialias slidebar, now its not possible to select 1.5 AA the range is huge, and not all of us have a super compurer or cluster.

The antialiasing hasn't actually changed --- the number shown just more accurately reflects resource consumption now. Check out the "QuartzCrystal 1.2" notes on QuartzCrystalAntialiasing.

The exact equivalent of 1.5x AA in QuartzCrystal 1.0 is 2x AA in QuartzCrystal 1.2.

cwright pictureout of memory

it crashed because it ran out of memory, and the OpenGL driver on your machine couldn't continue. It probably ran out of memory because you had antialiasing set high with a high resolution (1080 requires a lot of memory, especially with antialiasing enabled).

If you used motion blur, there's a known issue with CoreImage that we're working on a fix for (it's in testing right now).

Please post which version of QuartzCrystal you're using, and what your render settings were.

A 64-bit version would actually fix this problem because 64bit programs take ~4 billion times longer to run out of memory.

manuelzg picturedata

it also happenst with 720 x 480 and several codecs like h.264, mjpeg a and b, apple intermediate codec, hdv codec.

i did a version of the file without core image and keeps on happening.

the only way to get it woking was having quality medium and all setting to the lowest,

ive got 2 gigs of ram, i thought that was enough but.. is crystal that memory consuming?

smokris picturesample composition and plist

Could you send an email to info@kineme.net and attach:

  • the composition that's causing these problems for you.

  • your net.kineme.QuartzCrystal.plist, which can be found in your "Library/Preferences" folder.

  • a system profile --- go to the Apple menu, select "About this Mac", and click "System Profiler", then select "View / Full Profile", and save a copy.

This should help us figure out the issue.

cwright pictureVM

Since OS X 10.0, mac os has always used Virtual Memory (in the real sense) -- this means that it doesn't matter how much ram you have installed, it just gets really slow if you use more than you have. adding more ram won't affect QuartzCrystal in any way, other than accelerating it a bit (since it won't swap to disk as much).

codecs don't seem to have much impact on ram usage. Core Image (and especially render in image) consume large amounts of memory.

yes, QuartzCrystal uses lots of memory. For consistency, it uses software rendering for everything (too many hardware quirks to work around otherwise).