Vegas 12 crashing really annoying

Hmmm. If you've updated a codec which Vegas is using (rightly or wrongly) to process a video clip, that would understandably cause chaos. (I've had codec horror problems before, but not with Vegas.) This is the first I've heard of Davinci Resolve or Avid as having incompatibilities with Vegas...seems strange that you're the first user to encounter this. But Windows' management of codecs is one of life's mysteries... :(
 
Yeah, I'm not saying this problem is universal, but I'm just trying to solve the issues in my computer.
ALright, I tried installing AVid codecs 2.3.7, instead of 2.3.8 and so far everything stays stable!!! It's a good step fwd.
We'll try davinci next.
 
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I'm stratring to fear there's something wrong at hardware level (corrupt memory? graphics card? processor?). But not sure what tests to perform to check this.
 
Looks like it was a hardware issue (at least in my case). I removed a lot of dust, installed a new graphics card, and turned on a secondary chassis fan. (I suspect the extra fan was not neccesary.) Anyhow, Vegas 12 seems to be stable now. :)

-- Ken
 
It has to do with hardware and codecs.
Some codecs make it fail, others are fine.
If Vegas crashes I found out that disabling GPU acceleartion under video settings seems to fix more problems. Not all though. So far Vegas12 is pretty safe and solid running on a macbook pro retinga running bootcamp and W7 with the GPU disabled. Performance is still fine.
 
Hi, I had too many crashes when rendering to Mpeg4. Then I read a post on youtube. Open Vegas and go to: Option>Preferences>Video = At the top of the page change "Dynamic ram preview max (MB)" to 0. Now, change "maximum numbering of rendering threads" to 1.
This solved my problem in VP11"

---So I tried this....


I had my dynamic range at 200 and my rendering threads at 16. I changed it like this person said and it works great now! Please tell me WHY this works and the pros and cons of this.
I have a computer usage gadget in my computer, before my computer would be in the upper 90's, now rendering the same scene, it is 42%
Is this really a perfect fix? I really don't understand the numbers needed for dynamic range and rendering threads.
 
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As far as I know, "maximum numbering of rendering threads" is referring to simultaneous threads, so by setting it to 1, you've effectively told Vegas to only one thing at a time - in theory, slower than multiple simultaneous threads, but if it works for your particular computer, clearly that's a whole lot better than crashing. :)

I'm not geeky enough to know how to tell whether a computer is suitable for
multiple simultaneous rendering threads - as well as CPU and Graphics card, there may also be operating system settings which affect such things.
 
If I try to do some testing to see where the breaking point is, would it be ok to try things like dynamic range at 100 and my rendering threads at 8, or other numbers?
Do I need this? Is the dynamic range and rendering threads to make rendering faster? To me, it was faster at a setting of 0 and 1, then 200 and 16.
With my settings at 0 and 1 , my cpu usage is 40%, and at 200 and 16 it is close to 100%, so would you adjust it to make your cpu usage at 60, 70, or 80%.
But even doing this, would I see an increase in rendering time or anything else?
Thanks Clang for your comments, would love to hear from any techey guys.
 
Dynamic ram, not range. It has to do with memory usage, and may have little or no effect depending on how much RAM you have and whether or not your computer is also doing a lot in the background. The smaller this number, I think the more swapping to your Hard Drive will occur.

The threads control how much your computer is doing at the same time. Modern CPUs have multiple cores, which would allow a multi-threaded application to throw the next step to the next core before the previous one finishes. This will drastically speed up render times (2 heads are better than one, etc), but if you are having something throw a wrench into the equation, turning that off will probably help stabilize.
But that is why you see the % numbers changing. With an i7 chip, you have 4 potential cores (2 main x 2 co-processors), so if your threads can be sent to all 4 cores at a time, you are using 100% of your computer's capability. If you only allow one core to operate at a time, the others will sit idle and therefore report only 1/4 of that capability when it is maxed out.

Hope this helps clarify a bit- now that you have a better idea what they mean, experiment!
 
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