From: cullam Bruce-L. <cul...@ya...> - 2009-09-24 15:47:38
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Hey gang. I'm working on a high resolution version of the scenery for my home, Newfoundland. It's coming along VERY well, but I'm running into limitations of what my computer can handle building. Essentially, I've cut the fgfs-construct commands into the theoretically smallest allowable sizes: I'm running the command around 4000 times, each time doing a 0.0625 by 0.125 degree piece of scenery. Even while cutting the job up into such small pieces, the process gets killed sometimes. However, the resulting scenery looks fantastic, and runs fine. But I know that somewhere out there are places where there will be strange artifact from a build that died pre-maturely. My question is this: what is the hardware bottleneck here? As far as I can tell, the system isn't running out of ram, as my monitored usage stays around 200MB. I'm using a dual core processor, and for each build, it runs one processor at 100% while the other idles around 5-10%. Each time it starts work on a new piece, the processors switch workload. What needs to be improved to keep a really complicated scenery build from being killed? -cullam __________________________________________________________________ Looking for the perfect gift? Give the gift of Flickr! http://www.flickr.com/gift/ |