I’ve recently picked up OF again (still a noob) and been experimenting with HD animations with alpha.
I managed to get over 600 loaded and playing in sequence on my macbook pro 16gig ram. But when I tried the same project on the same machine in bootcamp windows 10 I could only get about 150 loaded and playing before the memory bombed and crashed the program. I also tried on a vr ready gaming pc win10 with the same results!
I tried every possible way to load the png sequence but couldn’t get any improvements.
Does anyone know why there would be such a high performance difference between osx and windows on the same spec machine?
Unfortunately the project I’m working on has to use a windows machine so I would tell like to know what’s going on here.
I just tried my original OSX code, on Windows again but 64bit build, and it managed to load the whole sequence all without bombing. 600 pngs…
//Setup
int nFiles = dir.listDir(“Renders”);
if(nFiles)
{
for(int i=0; i<dir.size(); i++)
{
// add the image to the vector
string filePath = dir.getPath(i);
ofTexture t;
ofLoadImage(t, filePath);
images.push_back(t);
}
}
//Draw
images[frameIndex].draw(0,0);
I’ve been testing ofxTexturePacker so I’ll probably use this instead of loading 600 pngs, but I’m really glad Windows performance seems to be much closer to OSX now.
Still, I would gladly except any advice on further performance improvements.
I also ran into this problem when loading pixel sequences in 32-bit OF. In Windows, a single 32 bit process can only use as much as about 2 GB of RAM (theoretically its 4 GB, but 2 GB are usually reserved for the operation system). 64 bit processes, however, dont have this limitation because the available address space is so huge (16 exbibytes)