occlusion culling

I am using Unity3 Pro Trial and I want to share a problem I encountered. Is it because of my graphics card?

Even though I prepared a simple scene with a terrain and a first person controller all standart with no modifcations I get the following error trying occlusion culling feature. And I tried to manipulate near plane value and PVS volumes nothing changed.

Thank You in anvance

“Error occurred in PVS computation. This is probably due to running out of memory or a problem with the graphics card. Try decreasing the near plane value or defining smaller PVS Volumes. Don’t lock the computer during PVS computation.”

My system configuration is

Intel Core i7 930@2.80
6gb DDR3
64bit Windows 7 Ultimate
NVIDIA Quadro FX 580 512 MB

Below the editor log

BatchMode: 0, AmRunningOnBuildServer: 0, StartBugReporterOnCrash: 1, shouldGiveDebuggerChanceToAttach: 0
Initialize mono
Mono path[0] = ‘C:/Program Files (x86)/Unity/Editor/Data/Mono/lib/mono/2.0’
Mono path[1] = ‘C:/Program Files (x86)/Unity/Editor/Data/Managed’
Mono path[2] = ‘C:/Program Files (x86)/Unity/Editor/Data/UnityScript’
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 8.15.11.9038]
Renderer: NVIDIA Quadro FX 580
Vendor: NVIDIA
VRAM: 512 MB
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
IsTimeToCheckForNewEditor: Update time 1286532191 current 1286529536
LicenseInfo:InitializeProtection
open PACE from our own executable
opened PACE, get info…
checked authorization, authstate=100 r=0
ReadDeveloperData
ReadTokens
Forcing trial flag
C:/Users/bb/Documents/New Unity Project 2

Unloading -2 unused Assets to reduce memory usage. Loaded Objects now: 49.
System memory in use: 98.0 MB.
Unloading 20 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Managed\UnityEngine.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Managed\UnityEditor.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\I18N.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\I18N.MidEast.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\System.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\UnityScript.dll (this message is harmless)
Mono: successfully reloaded assembly
Non platform assembly: data-0B51E360 (this message is harmless)
Non platform assembly: data-0B766BA8 (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\I18N.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\I18N.MidEast.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.dll (this message is harmless)
Mono: successfully reloaded assembly
Calculating changed assemblies
End Calculating changed assemblies
Platform assembly: C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\Mono.Cecil.dll (this message is harmless)

Unloading 12 unused Assets to reduce memory usage. Loaded Objects now: 367.
System memory in use: 158.5 MB.
Unloading 11 Unused Serialized files (Serialized files now loaded: 1 / Dirty serialized files: 1)
Initializing (RawInput). Input initialized.Error occurred in PVS computation. This is probably due to running out of memory or a problem with the graphics card. Try decreasing the near plane value or defining smaller PVS Volumes. Don’t lock the computer during PVS computation.

(Filename: …..\Editor\Src\OcclusionCulling.cpp Line: 355)

dude you fix your problem?

Welcome to the forum, hastaadam!

Have you tried reducing the quality settings (menu: Edit > Project settings > Quality)? Even if this is not an acceptable workaround, it might shed some light on the problem.