marble opened this issue on Feb 11, 2017 ยท 140 posts
Erwin0265 posted Sat, 18 February 2017 at 4:21 AM
@DaremoK3 "VWD is only a 32 bit software, and is not even LAA (Large Address Aware), nor can it be rectified as such with LAA software (as Hexagon could to reduce crashing). So, you are not even using above 2 Gigs ever... end of story. If we could LAA VWD we could use up to 4 Gigs of RAM max." Well, that explains why I couldn't get the LAA to work for VWD. It's funny though, that, being only 32-bit, when I run a sim, my RAM usage jumps up to 7 or 8 gig (but the CPU is doing the main job running around 70 - 75%; multithreading its li'l heart out....). @Smaker1, I understand what you are saying, but when there are multiple collision objects and you validate your character object as "THE" collision object; does VWD still keep the other collision objects "in mind"? I noticed that when you added multiple collision objects and you validated your character object as the main collision object, once in the Scene viewer, the other collision items are visible, so I guess VWD must keep the other collision objects "in mind" (sorry, I can't think of a more appropriate term)............