2024-03-17T23:00:00Z
In working on a large scale (50000x30000) world, I cannot successfully build the terrain, even as a tiled build.
I am currently attempting to build each node one-by-one, writing that output to disk, and then feeding it back into my project for the next node.
This has worked for the first few nodes which were all shapes devices. However the build consistently fails every time upon reaching my erosion node. There are only two devices that need to build, the file input (which contained the result of all the previous nodes), and erosion.
I first attempted to build the entire world at once, which gave me a fatal memory allocation failure, despite having well over 300GB in storage available for paging to disk. I then tried to perform a tiled build, composed of ~8k resolution tiles, but even then, there was the same failure. The build progress showed multiple tiles successfully building, but eventually one tile would hang and stop nearly instantly, showing a fatal memory allocation failure in the dialog. The tile that failed was not a specific one, it would be random.
I can’t understand why this would be happening. I saw a similar post about these issues that was supposedly solved in an update. However, I am running the most up-to-date version for the time being, and the issue persists.
My specs:
WM Professional edition build 4031.2
16GB RAM
454GB disk space available (for paging)
RTX 3070 Laptop GPU
AMD Ryzen 7 5800H
Here is a screenshot of the current setup, all devices disabled other than the file input, erosion, and height output. Neither a single build nor a tiled build would succeed.