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    <title>topic Virtual Memory Problem .......... Please help me in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/Virtual-Memory-Problem-Please-help-me/m-p/893983#M613</link>
    <description>&lt;DIV class="ForumReplyToPostArea"&gt;
&lt;DIV&gt;Hi,&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Let, me explain how our studio infra is configured: We have&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;1.  47 numbers of Quad core HP 4600 workstations with FX1700 graphics card with 4 GB memory running on 64 bit WCCS,&lt;/DIV&gt;
&lt;DIV&gt;2. 3 Number of 2 CPU Zeon HP 6600 workstations with FX1700 graphics card with 4 GB memory running on 64 bit WCCS,&lt;/DIV&gt;
&lt;DIV&gt;3. 48 port foundry 1GB switch, 2 48 port unmanaged switch,&lt;/DIV&gt;
&lt;DIV&gt;4. 15 machines of P4 (32 bit ) with 2 gb memory as secondary render farm running on Linux&lt;/DIV&gt;
&lt;DIV&gt;5.  Dell NX 1950 active-active cluster with MD 3000 12 TB storage,&lt;/DIV&gt;
&lt;DIV&gt;6.  Domain server running on DEL R300,&lt;/DIV&gt;
&lt;DIV&gt;7.  TL 2000 Tape library from DELL and Symantic Tape Backup software&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Our animation pipline is on Maya 2008 - 64 bit application.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;We are one of the first to implement WCCS for animation pipeline. We use this to make use of the unused processors for rendering, which is a back end process while the atrist are working in Maya.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;We face virtual memory problem often. I I believe reading an articial were VM is related to PRocessor. I also believe WCCS is a processor based model and not a memory based model. &lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Can you help us daigonise the bottlenecks, using any of your tools hence we can optimise the performance. Example: what is the max Virtual Page We can go to get better performance. In aspect of core we have more than 200 core. We plan to add in the next 6-9 months another 1000 core.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Cheers&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;
&lt;DIV class="CommonFormArea" id="_ctl0__ctl1_bcr_PostForm___Post"&gt;
&lt;DIV class="CommonFormFieldName"&gt;Subject &lt;SPAN class="validationWarning" id="_ctl0__ctl1_bcr_PostForm___postSubjectValidator"&gt;*&lt;/SPAN&gt;&lt;BR /&gt;&lt;/DIV&gt;&lt;/DIV&gt;</description>
    <pubDate>Mon, 01 Sep 2008 04:27:34 GMT</pubDate>
    <dc:creator>infocom-solutions</dc:creator>
    <dc:date>2008-09-01T04:27:34Z</dc:date>
    <item>
      <title>Virtual Memory Problem .......... Please help me</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/Virtual-Memory-Problem-Please-help-me/m-p/893983#M613</link>
      <description>&lt;DIV class="ForumReplyToPostArea"&gt;
&lt;DIV&gt;Hi,&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Let, me explain how our studio infra is configured: We have&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;1.  47 numbers of Quad core HP 4600 workstations with FX1700 graphics card with 4 GB memory running on 64 bit WCCS,&lt;/DIV&gt;
&lt;DIV&gt;2. 3 Number of 2 CPU Zeon HP 6600 workstations with FX1700 graphics card with 4 GB memory running on 64 bit WCCS,&lt;/DIV&gt;
&lt;DIV&gt;3. 48 port foundry 1GB switch, 2 48 port unmanaged switch,&lt;/DIV&gt;
&lt;DIV&gt;4. 15 machines of P4 (32 bit ) with 2 gb memory as secondary render farm running on Linux&lt;/DIV&gt;
&lt;DIV&gt;5.  Dell NX 1950 active-active cluster with MD 3000 12 TB storage,&lt;/DIV&gt;
&lt;DIV&gt;6.  Domain server running on DEL R300,&lt;/DIV&gt;
&lt;DIV&gt;7.  TL 2000 Tape library from DELL and Symantic Tape Backup software&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Our animation pipline is on Maya 2008 - 64 bit application.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;We are one of the first to implement WCCS for animation pipeline. We use this to make use of the unused processors for rendering, which is a back end process while the atrist are working in Maya.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;We face virtual memory problem often. I I believe reading an articial were VM is related to PRocessor. I also believe WCCS is a processor based model and not a memory based model. &lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Can you help us daigonise the bottlenecks, using any of your tools hence we can optimise the performance. Example: what is the max Virtual Page We can go to get better performance. In aspect of core we have more than 200 core. We plan to add in the next 6-9 months another 1000 core.&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;
&lt;DIV&gt;Cheers&lt;/DIV&gt;
&lt;DIV&gt;&lt;/DIV&gt;&lt;/DIV&gt;
&lt;DIV class="CommonFormArea" id="_ctl0__ctl1_bcr_PostForm___Post"&gt;
&lt;DIV class="CommonFormFieldName"&gt;Subject &lt;SPAN class="validationWarning" id="_ctl0__ctl1_bcr_PostForm___postSubjectValidator"&gt;*&lt;/SPAN&gt;&lt;BR /&gt;&lt;/DIV&gt;&lt;/DIV&gt;</description>
      <pubDate>Mon, 01 Sep 2008 04:27:34 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/Virtual-Memory-Problem-Please-help-me/m-p/893983#M613</guid>
      <dc:creator>infocom-solutions</dc:creator>
      <dc:date>2008-09-01T04:27:34Z</dc:date>
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