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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We’ve just fixed a bug that may have been a cause of the infamous "Bad Allocation" error that occurs during rendering of large images. It should also improve rendering stability in general. The fix not yet available as an automatic update, so you have to download and install it manually.

Here’s a Filter Forge 3.012 installer with the bugfix:
Filter Forge 3 Setup (Bad Alloc Fix).exe

Update: the link above now points to a second, updated version of the fixed executable that includes some clever tricks to reduce address space fragmentation, which, we believe, is the primary cause of the Bad Allocation error.

Please give it a run and post the results here.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Oh that´s good news! smile:D
Testing it right now! Fingers crossed!
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
! Very nice!
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Sharandra, any results?
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Yeah, unfortunately still getting the bad allocation error. smile:-(

It did fix the issues I had with rendering tho. It also doesn´t lock up other programs while rendering anymore.
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Igor Lorents
Filter Forge, Inc.
Posts: 39
Quote
Yeah, unfortunately still getting the bad allocation error.


Dang, it looks like we've fixed the wrong sh#t... smile;)
Well, that's something at least. Gonna keep tryin'.

Thank you for testing and feedback, Sharandra!
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Sharandra, could you please post the offending filter and describe the rendering conditions, e.g. pixel resolution, Mac or Win and which version, etc.?
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Filter was Flagstones, first Preset at 4096x4096,
Windows 7 Home Premium SP1 64bit, Intel Core I5 760, 16GB RAM, GForce GTX 460.
I did send a bugreport too, after the testrun.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Sharandra, we copied the bug report to a file and I removed it from the thread (it was really huge).
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Great! smile:-)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We've updated the fixed installer (the download link is the same, see the first post of the thread). It now includes several improvements that reduce memory fragmentation, which, we believe, is the primary cause of the Bad Allocation error.

Please give it a try and report the results here.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Just did a test and was able to render a 4096x4096 image of the Flagstones filter without a bad allocation error! smile:D smile:ff: smile:ff: smile:ff:
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Good. My work PC is currently rendering the same filter at same resolution, and when I went home it was at approximately 80% -- and that after my constant zooming and panning of the preview (which messes up the cache).

So it seems that the new tricks helped -- and we still have one more up our sleeve. Now we have to figure out whether they still continue to work at 64000x64000 pixels. I guess Flagstones would be too heavy for this, so we'll need to find a simpler test case (like the Perlin / Blur combo suggested in one of the bad alloc threads).
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Hmm, I´ll have a look through my filters, maybe I have a simple filter that I could use for a test at that huge size.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
It seems to load images quicker as well as render quicker... smile:loveff: smile:ff: smile:hammer:
Stupid things happen to computers for stupid reasons at stupid times!
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Igor Lorents
Filter Forge, Inc.
Posts: 39
I've started to render blurred checker 64k x 64k. Not sure it'll be done by the morning though smile:D
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Hehe, mine might be done in the morning if the error doesn´show up. Blurred Packing Paper as simple filter, only a few percent in yet.
I immediately got the error in 4.0 at that size.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I started a blurred checker too, but it didn't finish -- I forgot to set the swap location in FF options to a larger HDD smile:D

Now I'm trying to render a simple 64000x64000 perlin noise, should be a bit faster than a night.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Mine didn´t finish either, I forgot to turn off sleep mode, so it´s still rendering and not very far >.< smile:D
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Igor Lorents
Filter Forge, Inc.
Posts: 39
I didn't forget to move the Filter Forge cache to the large and slow HDD.
Anyway, it has been rendering for 15 hrs and still no sight of the first block smile;)
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I cancelled mine, because I need my PC for other things now, but can do another run tonight.

Maybe some of those, who need extremely large renders could do some tests aswell, as it´s important for them.
I usually don´t need anything above 4096x4096, so I´m personally satisfied with being able to render that in standalone now. smile:-)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Sharandra, same here -- I had to cancel mine too. The intermediate results, however, were pretty encouraging. When I cancelled it, it was about 30% complete, with the first pass of progressive preview fully covering the preview area. The GUI was responsive to zooming and panning, and the machine in general remained responsive as well -- I worked with my Excel spreadsheets just fine while FF rendered in background (though it must be noted that I have Windows installed on an SSD, and FF swap is directed to a separate mechanical HDD).

Anyway, I'll attempt another approach as soon as I have an appropriate time window smile:D
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
I did another test overnight, but it´s only at 20% yet. but running smoothly so far.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I'm postponing my 64000x64000 tests until the next week, but I can say that we rendered your Flagstones filter in 4096x4096 countless times under various conditions without any problems.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Very good news that finally it seems that there is a possible solution to this BAD bug and that it seems that it works from the tests done above

I have just installed it and will test it and see what happens.

I think that the highest resolution that would be really used is about 15000-20000 or around this amount, as I do not see anyone needing a 64000 resolution, or at least one in a million.

Thanks very much for making this fix and I hope that finally this really has been fixed
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I'm reserving my final verdict until I have the results of 64000x64000px tests, but it does seem that we've fixed the Bad Alloc bug. The executable that will be rolled out as a v3.0 update will include some additional fixes that should be helpful as well. For example, if you still encounter the Bad Alloc bug somehow, you'll be able to dial down the memory consumption slider in FF options to reserve some address space for fragmentation (this is not yet available in the current build linked in the original post).

We're now hunting the last remaining rendering bug, this one:
http://filterforge.com/forum/read.php?FID=8&TID=10882
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Great! Will you update the Beta build aswell?
I gave up on the 64000x64000 tests, because it would take several days to finish.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Regarding the beta: we won't update the current beta but we'll include the fix into the Beta 2, which should be out soon.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Anyone have results with new update to fix "Bad Allocation" render error???
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have just downloaded the newest upd ate and will test it more and see if I still get the "Bad allocation" or not.

In the first two tests, one with a 6000 x 6000 image it did WORK without any problem, I have to say that before this was not possible smile:ff:

AND much more important with a 14500 x 8500 image and the Dropshards filter when it has reached 99% after rendering it finally gave the "Bad alocation" error smile:cry:

I have not changed any of the settings, and it keeps to be RAM = 85%
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I am using FF 3.014 and I get the "Bad Allocation" error on a 10000x10000 image. I can resolve it for the rendering stage by turning off progressive previews, but then it reappears and crashes FF on trying to save the image.

On testing further, it crashes on save if I have an input image of that size loaded. Starting with a new blank image, it saved fine.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Since the last fix I have not had as much of "bad allocation" errors, BUT is also true that most of the things I have been doing are with less than 6000x5000 and when I made the 10.000x10.000 test for StevieJ I did not get the "bad allocation" error but this does not mean that does not happen, it only happens less than before, but still exists and is there sometimes.
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
ThreeDee, have you tried moving the memory usage slider in FF options to somewhere around 60%?
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