Important stuff.
by Aaron » Mon Mar 07, 2016 10:07 am
Hi Everyone,
A new developmental build of L3DT Professional (v16.03 build 2) is available on the Pro downloads page (see sales/registration e-mail for link). This version fixes the last blocking bug in the way of the next release, which was to do with memory allocation and exhaustion errors on large un-tiled maps, and maps with large tile sizes.
I would be most grateful if L3DT Pro users, and particularly those predisposed to making large maps, could download and try this version, and let me know how it goes. The larger the map the better. Go nuts.
Should this build get the all-clear, it will become L3DT release 16.03 some time later in the month.
Best regards, Aaron.
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by ionosys » Mon Mar 21, 2016 10:23 am
Hi,
could you post some settings or something to reproduce?
I have a map (of Japan), which i could try to "resize", could take ~3-4 days till completion File Size ~1 GB, resoulution 90m, 22465 x 24745 Pixel, 16 bit, tif File.
With or Without preimported HF Files? From scratch, etc?
kind regards Andreas
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by Aaron » Tue Mar 22, 2016 8:05 am
Hi Andreas,
Thanks for the question. I have no specific conditions to test, since the changes in this build are not to a specific calculation, but to the map memory management that affects all calculations. It would be perhaps beneficial to test calculations outside of the normal L3DT map generation process, as I've run weeks of continuous testing on those calculation and found no bugs. Resizing a giant heightmap definitely would fit that bill. If you're running on a computer with a bunch of cores and a truckload of memory, that would be nice too (my desktop is still only quad core with 4GB of RAM, so the behavior on better systems is untested.)
Best regards, Aaron.
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by ionosys » Tue Mar 22, 2016 9:55 am
Hi, started yesterday Resize - MapSize x10 -> OK (Target Size = 224,650 x 247,450) started today in same Session - MapSize x9 -> Memory allocation Error (Target Size = 2,021,850 x 2,227,050 Pixel) - System - Provider [ Name] Application Error - EventID 1000 [ Qualifiers] 0 Level 2 Task 100 Keywords 0x80000000000000 - TimeCreated [ SystemTime] 2016-03-22T09:41:34.070736500Z EventRecordID 10197 Channel Application Computer X Security - EventData L3DT.exe 16.3.0.2 56dc2aee L3DTio_HFZ.zeo_unloaded 16.1.0.1 56950319 c0000005 0000420c 24d8 01d18383c6a763e7 C:\Program Files (x86)\Bundysoft\L3DT Professional 16.03.0.2\L3DT.exe L3DTio_HFZ.zeo 6c2fa8bc-9c4f-4c7f-a61a-dc410d928727 ![Image](https://picload.org/image/wwgppio/error.png) and eventlog https://picload.org/view/wwgppic/error2.png.html(but I think i had it overexaggerated) My Comp Specs: 4790K, 32 GB-Ram, Nvidia GTX 660TI (3GB) - Win 10 Pro - 64 Bit kind regards Andreas
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ionosys
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by Aaron » Tue Mar 22, 2016 11:57 am
Thanks Andreas!
I've fixed that for the next build. I'm testing it now, and will post back here when available.
Best regards, Aaron.
PS: How much disk space do you have?! That map would take over a petabyte!
PPS: Bravo, by the way. That was a good find.
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by ionosys » Tue Mar 22, 2016 1:46 pm
Hi,
i didn't have a PetaByte, only around max 10 TB, it was only for testing ^^. For the use with Unreal, I'm using only the map with the size of 224650 x 247450, cropping out the area which i want to use, modify it a little bit and than import it to Unreal.
kind regards Andreas
Last edited by ionosys on Tue Mar 22, 2016 1:53 pm, edited 1 time in total.
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by Aaron » Tue Mar 22, 2016 1:53 pm
Sorry, momentary brain failure. It would only have been a terabyte.
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by Aaron » Wed Mar 23, 2016 2:02 pm
Hi Andreas,
Thanks again for the bug report. The fix is in L3DT 16.03 release candidate 1, which is on the Pro downloads page now (see your sales/registration receipt e-mail).
Best regards, Aaron.
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by ionosys » Thu Mar 24, 2016 8:22 am
Hi,
Tests started
16.0.3 dev Build 2 1. Map size 131k x 131k Pixel - 131x131 km, - generate map -> OK 2. Map size 131k x 131k Pixel - 655x655 km, - generate map -> OK 3. Okinawa - Resolution 1m, 204k x 150k Pixel - imported Heightmap - finished -> OK, without error
16.0.3 RC1 1. Okinawa - Resolution 1m, 204k x 150k Pixel - imported Heightmap -> Crop to a smaller Part, -> OK, Same Session - Export to R16 (tiled parts 2017x2017 for UE4) - OK 2. Great Britain - Resolution 30m, 45360 x 18720 stitch to 2nd Part of Great Britain 45360 x 16200 -> - OK
kind regards, Andreas
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Updated - 25th March, 05:03 p.m (Timezone GMT+1) Updated - 25th March, 07:43 p.m (Timezone GMT+1) Updated - 26th March, 02:12 a.m (Timezone GMT+1)
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ionosys
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by ionosys » Sat Mar 26, 2016 1:18 am
Hi, didn't found any "memory allocation errors", in same or different session. Tested as listed above. (the 3. Point, to stitch the 42 Parts of Australia to one of them, i canceled for this tests, it would take to long time to report it here. But I try it ![Wink ;)](./images/smilies/icon_wink.gif) ) kind regards, Andreas
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ionosys
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by Aaron » Sun Mar 27, 2016 1:13 pm
Hi Andreas,
I am most grateful for your efforts in testing the new build. I think we've sufficiently proved the stability of the memory management system under heavy load, so I'm moving ahead now with preparing the release of L3DT 16.03. Thanks again for your help!
Best regards, Aaron.
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