Hello everyone, I have a big problem with the module occlusion culling using Unity, whenever I press "bake"the software bug after a few seconds, an error message appears on a new window: “Microsoft runtime library, Runtime error this application has requested the runtime to terminate it in an unusual way.”
Then this message appears in unity: “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.”
I have tried anything : reduce my stage, limite the scene to a few polygons, uninstall and reinstall Unity, install and uninstall everything related to the runtime library visual c ++…
I do not know what to do, could someone help me please?
Not exactly useless but it requires the setup to be pretty correct.
Also, as a general rule: NEVER mark the terrain static for the PVS compuation time. You will not be able to build more or less any scene anymore if there are a few trees on it and other static objects outside the terrain, not even with 3GB VRAM and 18GB RAM, thats because on windows, the process is limited to 1.98GB RAM (on osx you can build more, cause there its 4GB RAM due to how 32bit memory limits work on osx)
Cause otherwise you might get some funny results (especially if you use ezgui or other mesh guis, because the automatic area generation takes the maximum scene bounding box, so every single mesh in scene, and uses that to generate one massive area)
In that case it should fire an error that your hardware does not offer the required hardware capabilities if its just the age (affects gpus older the Geforce 6 / Radeon X600 series and intels prior the HD4500 which are all not supported).
What could affect it though is really a lack of vram though then you would need to be on something like 64-128mb in which case pvs + umbra could be too much.
On such a gpu there is relatively little chance to do PVS calcs (and its no adquate machine for modern 3d development anymore I fear either. GeForce 8 is kind of the bottomst bottom range nowadays as thats already more than an order of a magnitude slower than the currend mid range gpus)
Ok I see that my 8600gt is critical lowend, but it has 256MB RAM and shouldn´t that be enough to calculate a scene with a single plane + 2 boxes and lowest possible settings for pvs-calculation?
And it should be able to calc it so I would be forced to assume that you have more in the scene than htat or the problem is not your gpu but your system ram which is running low with OS + unity + PVS (hard to believe though with this project as you would need to run on 3 or 4 GB on a64bit OS to hit that wall)
But just to be sure: place a scale -1,-1,-1 box around the whole scene to prevent any ‘infinite rays’