Forum Replies Created

  • I recently rendered an HD project that had tons of HD clips in the Sony Vegas 10 timeline. My RAM usage in the Windows Task Manager indicator showed I was using 11.9 GB of the 12 GB I had in my system to render, so I bought 12 GB more. This is in a system with an Intel Core i7 980 EE processor, and 2 NVidia 580 GTX graphics cards.

    I had now set the dynamic RAM preview to 16 GB, meaning 67 percent of my total RAM was allocated to that. I did also have problems with Vegas crashing a lot when I was working on my massive HD project, so I thought I’d increase the dynamic RAM preview.

    Then my next so-called project was to convert over an old football game from VHS to digital format for personal archive. This was in SD, with no special effects or anything – I just chopped out the commercials where I needed to. I went to render, and things were fast at the start too, and then just slowed down to beyond a crawl – Vegas was doing less than a frame a second it seemed like! I let the render go for a few days, wondering if the source file was somehow different or even corrupted, and that things may speed up again. Even after a few days, the file was barely over 50 percent rendered. Normally it should take 45 – 45 minutes to render SD footage of this length. My CPU usage at this time was about 8 percent, and RAM usage was 21 GB in the Windows Task Manager. My CPU didn’t seem to working too hard, and the fans in the computer didn’t speed up like they normally do during a render.

    Luckily, I found this post, cancelled the current render as I didn’t want to wait several more days for it to finish, and now have reduced dynamic RAM preview to 2 GB, and my CPU usage is 66 percent, and my RAM usage 4.2 GB in Windows Task Manager. The fans are speedier now, and Vegas just calculated 40 minutes to complete the render for about a 2 hour clip – which is right on par.

    Dynamic RAM preview – watch how you use it!!!

  • Trey Wingbat

    March 18, 2012 at 5:31 pm in reply to: Capturing via HDV or SDI – Sony Vegas 10 Crashes

    Ok, I am now using the Sony Content Management Utility to import from the memory module (I connected it directly via USB after removing it from the camera). I can see the separate files on it, but they are separate in 2GB sizes (due to the FAT32 limitation I believe), but I want to “stitch” them together, so it’s all one file.

    But when I go to import using the SCMU, it won’t let me select any folder where my media files are, including the main folder – the OK button is just greyed out. How come?

  • Trey Wingbat

    February 14, 2012 at 4:45 pm in reply to: Capturing via HDV or SDI – Sony Vegas 10 Crashes

    I tried transferring files even by USB, but I didn’t see an option for the 128 GB module I bought for it, only the SD memory cards.

  • Trey Wingbat

    February 14, 2012 at 4:44 pm in reply to: Capturing via HDV or SDI – Sony Vegas 10 Crashes

    Kona is supposed to release software soon for capturing, but haven’t yet.

  • Trey Wingbat

    February 13, 2012 at 7:57 pm in reply to: Capturing via HDV or SDI – Sony Vegas 10 Crashes

    Well, that’s the thing… with the Kona 3G card disabled, I couldn’t capture anything. It’s just that Sony Vegas didn’t crash when it was disabled.

  • Trey Wingbat

    February 12, 2012 at 5:47 pm in reply to: Capturing via HDV or SDI – Sony Vegas 10 Crashes

    Ok, so I disabled the Kona 3G card in device manager, and then rebooted, and the Sony Vegas capture worked alright (it didn’t crash).

    So what could be causing the Sony Vegas software to crash from a driver perspective / incompatibility between it and the Kona 3G card?

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy