Memory issue?!

i am loading ~ 150 jpgs over a filetexture node into quads and show them all in one render window…

now i have two folders with exactly the same pictures except their resolution.

1.: big jpgs. i see them till picture #75 then just white quads
memory usage for vvvv: ~ 1,7GB(16 GB RAM on my machine)
video memory usage: ~ 35MB(2 GB video memory on a ati radeon)

2.: small jpgs. i see them all
memory usage for vvvv: ~ 650MB(16 GB RAM on my machine)
video memory usage: ~ 35MB(2 GB video memory on a ati radeon)

doesn’t the filetexture load all the images in the video memory(that’s what i expected!) but somehow i’m not totally sure if the video memory is the bottleneck here or causing my images not to show up in case 1.

any ideas or advises

thx,q.

update:

GPU-Z shows
case1: dedicated 467 + dynamic 130MB
case2: dedicated 1566 + dynamic 96MB

still no reason to blanc out some of the images in case2!?

some pictures some times appear white?
try to re-convert to png or dds, mostly happens because of jpeg codecs and etc…

Since vvvv is a 32-bit application it can only address about 2 GB of memory by default. It is possible to extend the addressable space to up to 4GB (on 64 bit versions of windows). Have a look here.

A picture needs a certain amount of memory - should be roughly:

width * height * bit-depth / 8bit / 1024 = needed memory in mb

If the memory (ram) is used up no more textures can be created, the corresponding quad will be blank.

Create a Renderer (TTY) and see what happens during the loading process. Also have a look at Memory (Debug) and Memory (Debug ex9).

thx

actually both did the job…
still have blank jpgs even with 1GB free memory. might be a compression issue.

q.