User guide

Viz Engine Administrator’s Guide
Page 88 Copyright © 2014 Vizrt
5.14.5 ClipOut
Capture Enable: Enables or disables the clip writer functionality. The main use is to
give you control over host memory resources. When the clip writer functionality is
not needed then the clip out channel does not need to be allocated.
Pipeline Size: Gives control over the number of frames that the clip writer uses for
file handling, similar to the setting in the ClipIn channels.
5.15 Memory Management
Free Image Data: Loads images into the main memory, and if those images are
rendered too, they will be loaded as texture to the graphics card memory as well.
Free Image Data gives the possibility to free the image data from the main memory
after texture creation. Available options are No, On-air and Always.
Note: If there are modifications done to an image then its texture will be
rebuild a lot faster if the data already lies in the main memory (instead of re-
loading it from the database).
No: Disables the Free Image Data option. This option is faster, but needs a lot of
memory.
On-air: Frees image data when in On Air mode, but not in Viz Artist. mode.
Always: Frees image data every time after the texture was created. This option
saves a lot of memory but is slower in case of texture rebuilds.
Free Images: Removes unused images (not referenced in a loaded scene) from the
Image Pool (main memory and graphics card memory).
Free Fonts: Removes unused fonts from the Font Pool.
Free Memory Threshold (MB): If set to greater than zero (>0) then Viz Engine
tries to automatically unload unused Pool objects until the specified amount of main
memory is free again.
Preload Textures: When enabled (On), then all images which will be loaded with
a scene (they do not need to be rendered) are loaded as textures to the graphics
card too. This eliminates the texture creation time during rendering afterwards (e.g.
useful when initializing a show or a playlist). Default is disabled (Off).
Preload Textures: If this option is ON, all Images, which will be loaded with a
Scene (they do not have to be rendered), are loaded as texture to the graphics card.