Dead Age download the new for mac3/13/2024 ![]() And yes, I've tried splitting the projects up, but this leads to its own complications, particularly when revisions come in a week or two later. Heck, even opening some of these projects just to browse their contents is a painful 30-minute process, as AE apparently has to not only load everything into memory before I can even do anything, but, judging by how it hangs for many minutes at 99% on the progress bar, it also seems to be evaluating all the expressions in all the hundreds of comps (presumably so it can render the project thumbnails). This is on a previous-gen Mac Pro with 48 GB RAM, so, while not strictly state-of-the-art, it's no slouch. If it could load this stuff into memory on-the-fly (or at least offload some of it when memory gets tight), this wouldn't be a problem, and I sincerely doubt the performance would be worse than it is now. Similarly, a project that requires 400 heavily-automated versions (a regular occurrence for some of my Latin America clients, where graphics have to be versioned for multiple feeds and languages) can simply choke AE. ![]() I regularly produce hundreds of network graphics at a go, and I can never reap any benefit from multiprocessing, because AE has to load the entire project into each core, instead of just loading the comps it needs to render at any given time. I have to say that one of the attributes of AE that consistently disappoints me is multiprocessing and its accompanying memory management policies. Isn't the application in a vastly superior position to know what its resource constraints are at any given moment? Instead I have to try rendering a couple of comps, kill the render, fix the render queue since AE STILL doesn't offer a graceful way to quit and resume renders. I don't understand why it's even up to the user to figure out what settings are best. ![]()
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