View Full Version : Sony Vegas Pro 10.0e - Core i7 Sandy Bridge - Not Enough Mem to Render?


Zhong Cheung
July 20th, 2011, 08:31 AM
Hello all,

I just built (yesterday) a brand new Core i7 2600K Sandy Bridge desktop with 8gb of Corsair RAM (decent timing too I think) with an ASRock Extreme4 Z68 motherboard.

I was editing a project that I just completed on Sony Vegas Pro 10.0e (10 minute film) with many plugins and tracks (but not THAT many). In any case, when I go to render as .wmv 6.4mb 1080p 24fps, it renders 0-1% of the video and then gives me an error message saying I don't have enough memory resources and that closing other applications may help. I have virtually nothing else but the CORE background applications running on this brand new Core i7 build...and I think 8gb should be enough memory?

What gives? This memory problem was the reason I moved away from a Core i5 laptop which was giving me the same errors...

Please help? Thanks!

Gilles Pialat
July 20th, 2011, 09:39 AM
Hi,
Try that from the SCS knowledgebase:
Low memory errors in Vegas (https://www.custcenter.com/app/answers/detail/a_id/1155/kw/memory)

.

Chris Barcellos
July 20th, 2011, 09:51 AM
I went to 64 bit and 8 gig memeory on the machine and Window 7 to avoid this issue. Are you saying this is occuring in what kind of a set up ?

I have both 32 bit and 64bit on board, now, but I noticed, when I ran the 32 bit version, I ran into the issue still. Anyone else?

Edward Troxel
July 20th, 2011, 01:12 PM
Remember that 32-bit is still limited to 2 Gig...

Frans Meijer
July 21st, 2011, 07:59 AM
You can extend the process address space if needed.

Do you get the same error when you render to another format/codec? It could as well be a problem/bug with the export-codec

Christopher Young
July 21st, 2011, 09:34 AM
It may sound odd but try the following.

Under Options/Preferences set your Dynamic Ram to '0' and set your render threads to '1'. Make sure your project is totally finished before following the next step. Back in the 'Project Media' dock look for the little 'lightning bolt' icon that's top left in the dock tool bar. Clicking on this icon clears ALL UNUSED media from the project. Save project with an updated name (This way you can always go back to a previous VEG with all the media still in the project). Re-start PC. Now try rendering again and let us know what happens.

Chris
Sydney

Edward Troxel
July 21st, 2011, 09:52 AM
I, personally, don't recommend dropping the Dynamic RAM all the way down to zero. It can cause much slower renders in some cases. Usually a smaller number like 2 or 4 would be sufficient.

Adam Stanislav
July 21st, 2011, 01:28 PM
I agree with Edward.

Zhong Cheung
July 21st, 2011, 02:47 PM
Thanks guys, these tips let me render, though super slowly. Kind of defeated the point of Core i7, but at least it rendered. I'm going to play with Dynamic Ram and render threads to see where I can max out at before getting low mem issue.

Also going to upgrade to 64-bit Sony Vegas and see if that helps.

Marcus Martell
July 21st, 2011, 04:56 PM
Edi have te same issue with my 32 bit xp....
What would be your best suggestion?
thx

Zhong Cheung
July 22nd, 2011, 01:45 AM
So I've tried these suggestions about Dynamic Ram and rendering streams, and it helped fix the issue sometimes. But for some other videos, even when the lowered Dynamic ram and rendering streams, no luck.

What else can I do? Still stuck on 32bit for now Sony Vegas because I'm using Magic Bullet Looks.

Christopher Young
July 22nd, 2011, 02:56 AM
I, personally, don't recommend dropping the Dynamic RAM all the way down to zero. It can cause much slower renders in some cases. Usually a smaller number like 2 or 4 would be sufficient.

Ed I was always of that belief and you are correct.

The difference I now find on the i7's with rendering set to 'Best' on a 1920x1080 MXF file using 'smart rendering' where the timeline can there is so little difference. If I have to choose between memory stoppages or completing the render I will go with the '0' ram preview and the '1' thread setting every time and know that I will have no issues. Thankfully I don't have those issues but have suggested this to a few people who have and in 99% of cases it has fixed the problem over and over again.

Just to confirm my earlier experiences, and just to refresh my findings I have just run a render of a 60-minute timeline twice.

First pass was ram '350' [default] and '12' threads [default] and the timeline took 26.7 mins to finish.

Pass two ram '0' and threads '1' and the time line took 31.1 mins to finish.

In other words 4.4 minutes per hour difference, which in the greater scale of things IMHO, is way faster than having memory render issues and losing time trying to get renders out or doing them in pieces and trying to stich them together to get things finished.

I guess everyone’s experience can be different but I wouldn't dismiss this approach out of hand until its been tried. The proof is in the pudding!

Chris
Sydney

Edit:
With 32-bit Vegas this has proven its self more so than on 64-bit but it works across both versions.

Zhong Cheung
July 22nd, 2011, 04:54 AM
The problem is, even with Dynamic Ram 0 and render stream 1, I still cannot complete my render. It keeps telling me that I have low memory...

Edward Troxel
July 22nd, 2011, 06:28 AM
I mainly saw the issue when using still images. If you just drop a still on the timeline and did NOT add an panning, it will typically fly past that because it only has to "render" the first frame and the rest of the frames are identical. However, when I tested with RAM at 0, it ended up rendering every frame of the still separately making the process MUCH slower. Just upping it to 2 allowed the speed changes to return. So I'm sure it's totally based upon what's on the timeline but, since then, I've never dropped it all the way to zero.

Zhong Cheung
July 22nd, 2011, 06:15 PM
I've also tried upping the Dynamic Ram to 2 and 4 with Render Stream at either 1 or 2. All combos lead to the mem issue.

I did find a solution that FINALLY worked though. As you know, 32-bit Vegas allows onlh 2gb of RAM, but I found a free application called CFF Explorer that allowed me to forcible make 32-bit Vegas use more than 2gb of RAM. This finally allowed me to render with no issues so far.

Here's the solution I found, the only one that has worked flawlessy so far. I was even able to bring my Dynamic Ram back to 350 and Render Streams to 4.

Solution: ‪How To Fix The "System Low on Memory" Error in Sony Vegas‬‏ - YouTube (http://www.youtube.com/watch?v=p0E_cc56xdM)

One question I had though was how to make the Core i7 CPU utilize more power while rendering. It's only using about 15-25% (peaked for half a second to 80% max, then went back to around 20%) CPU usage. My 8gb ram is around 35-50% usage for the most part now during rendering. I'd like to get the CPU usage to close to 100% as I feel 15-25% is not taking advantage of Core i7. Thanks!

Larry Reavis
July 22nd, 2011, 07:36 PM
"The problem is, even with Dynamic Ram 0 and render stream 1, I still cannot complete my render. It keeps telling me that I have low memory..."

I once had HORRIBLE problems getting Vegas to render my long (1-1/2 hours) .VEGs with lots of FX. But I solved all my rendering problems by doing this:

1. Render all clips to Cineform before putting on TL; probably any good intra-frame codec would do just as well - just use the same codec for all clips (DNxHD is free and probably would be good; I've also found Pegusus PicVideo to be fairly good - but Cineform is the best). Then render the TL to the same codec, and put that rendered output back on the TL and render to any codec that you would like to be your final product. (Also be sure to do the similar process with any non-.WAV audio codecs - put all of them into .WAV format before loading onto the TL - or replace any that are already there.)

2. Use Vegas 9d-64 bits for rendering; it's the best that I've found. If you must use 32-bit plugins, you either can (a) render just those portions of the TL separately in Vegas 32-bit, then put the rendered clip back onto the highest track at the same place on the 64-bit TL where the plug-in was in use prior to rendering it out. Or (b), you can render in 9d-32 bit and pray vigorously.

3. If that does not work, or if you must use Vegas 10, then kill Vegas from the Task Manager when rendering stalls; then reboot. Probably then you'll get a useful, although incomplete, clip. You'll be able to put that incomplete clip back on the highest track on the 32-bit TL and then render out the remainder of the TL only (not needing to re-render the clip[s] on the highest track). You may need to do that several times until you have the highest track filled out, from which you finally can render to your desired final output codec. If you use a really good intermediate codec, such as Cineform, you'll lose no image quality that can be detected by eye.

4. I try to put all stills on one hard disk, source clips on one or two others, audio-only files on another, etc., and then render to yet another hard disk, in order to prevent disk I/O errors while rendering (cross fades perhaps generate the most errors).

5. Make certain that your memory is flawless. Test by running Memtest or similar for many hours - the more the better.

Christopher Young
July 22nd, 2011, 11:30 PM
Yes forgot about that solution for 32-bit. Saw it a couple of years back on the Sony Software forum and copied down the instructions even, a bit of text file editing from memory? Glad you were able to sort out the problem.

Another editor said to me one solution he found with WMV renders was to render out all the audio as one complete WAV file then bring it back into the timeline. Mute your original audio tracks and render out the video with the new contigious audio to your desired WMV. Sounds strange but there again if it works?!

BTW I have never consitantly got over about 18~20% CPU usage with WMV renders, slow as an old dog.

Chris
Cydney

Marcus Martell
July 23rd, 2011, 03:44 AM
Guys what drives me crazy is the fact that the same project one month ago didn'tgive me any issue...Nothing!
Now it stops in 3 parts always.
I'll try to set the ram as you wrote, any other recomendations on the settings?
It's a doc with 1 and half lenght!

Zhong Cheung
July 23rd, 2011, 04:01 AM
Why is .wmv slow? Would other output codecs be able to better utilize all of the Core i7's CPU power? Thanks!

Tom Bostick
July 23rd, 2011, 02:18 PM
the fix all for me with vegas has always been at last straw to render out as uncompressed .avi

usually i am able to complete the renders as .avi with the lagarith lossless codec however ,then i compress

Marcus Martell
July 24th, 2011, 07:15 AM
I've rendered the project with dinamic Ram set to 4
and the other value to 2 but....It crashes on the clips with envelops and on the pictures with Pan e Crop.....

I'm running XP 32 bit

Is there any other version of Vegas 10 that could gimme an hand, i shoul send this dvd on tuesday

Marcus Martell
July 24th, 2011, 07:48 AM
Other question:
changing this settings of Ram etc. would change the quality of the render?
Thanks

Jeremy Dallek
July 24th, 2011, 02:54 PM
The CFF Explorer /3 GB switch fix/hack is what has worked for me. Besides changing the header settings for the suggested files, you may also need to change it for the specific .dll's associated with the codec/format you are rendering out to (found in the File I/O Plugins folder) judging by the name of the folder you can guess what each one is for, and some contain many .dll's, it can get tedious to change them all, so just start with the ones you commonly render out to.

Larry Reavis
July 24th, 2011, 06:24 PM
Other question:
changing this settings of Ram etc. would change the quality of the render?
Thanks

the quality is not affect at all - only the speed will be affected, along with tendency for rendering to stall.