Source Filmmaker

Source Filmmaker

Improve SFM performance, renderspeed, and stability!
For some reason they made SFM a 32bit program, and as such you will most likely run into memory issues from time to time.

Try LargeAdressAware, a little tweak that will allow SFM to use more RAM, thus improving all of the three things i mentioned in the tile of this thread.

http://www.techpowerup.com/forums/threads/large-address-aware.112556/

You're welcome.
Last edited by ConfederateJoe; Jun 18, 2014 @ 8:43pm
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Showing 1-15 of 37 comments
EmperorFaiz.wav Jun 18, 2014 @ 8:51pm 
thank you, good sir.
R234 Jun 18, 2014 @ 8:57pm 
Originally posted by ConfederateJoe:
For some reason they made SFM a 32bit program
The fact it runs on a ten-year-old game engine comes to mind :P
ConfederateJoe Jun 18, 2014 @ 9:42pm 
Originally posted by R234:
Originally posted by ConfederateJoe:
For some reason they made SFM a 32bit program
The fact it runs on a ten-year-old game engine comes to mind :P

Ah, that's it then, forgot about that.
psst... I heard that with the release of HL3 (whenever that is) SFM will be updated with Source Engine 2.0
raptornx01 Jun 19, 2014 @ 12:02pm 
indeed.

Though I do fear it will render alot of users unable to use the program. I hope they stream line in such a way to maintain its current accessibility. doubt it, but one can hope.
Last edited by raptornx01; Jun 19, 2014 @ 12:02pm
raptornx01 Jun 19, 2014 @ 1:39pm 
Let me rephrase. I want to be able to use it, but i know i probably won't because my comp is borderline as it is. XD

source games are about the only thing my comp can run well. and when i'm rendering, my comp becomes practically unuseable for anything except really laggy browsing.
raptornx01 Jun 20, 2014 @ 9:03pm 
how big of an impact did it have on your system? how much ram/cpu usage, etc?
ConfederateJoe Jun 21, 2014 @ 10:41am 
Let me explain why it makes a difference...
Rendering requires lots of RAM. SFM can only use so much, and normally, it has enough. But when rendering and moving around in larger scenes the demand for RAM goes way up, so the more it can use the faster it will be able to accomplish the task. SFM has a tendency to become unstable when it approaches its RAM limit, but when it can use more, it should not run into this problem.

Your welcome.
Last edited by ConfederateJoe; Jun 21, 2014 @ 10:41am
ConfederateJoe Jun 21, 2014 @ 10:43am 
Originally posted by raptornx01:
how big of an impact did it have on your system? how much ram/cpu usage, etc?


Originally posted by Dr. Cooldude:
Originally posted by raptornx01:
how big of an impact did it have on your system? how much ram/cpu usage, etc?

Unfortunately, I didn't monitor the RAM and CPU usage while rendering. In fact, I intentionally didn't touch the computer at all during the tests, to avoid it being biased.

But here's my computer specs, if it helps. It might have an impact in the increase of speed I think:

CPU: Intel Core i7-2600K Sandy Bridge (3.4GHz)
RAM: 16GB, 1600MHz
GPU: Nvidia GTX560 Ti, 1GB

The video clips were rendered on an SSD drive.

Let me explain why it makes a difference...
Rendering requires lots of RAM. SFM can only use so much, and normally, it has enough. But when rendering and moving around in larger scenes the demand for RAM goes way up, so the more it can use the faster it will be able to accomplish the task. SFM also has a tendency to become unstable when it approaches its RAM limit, but when it can use more it should not run into this problem. Like I said, it improves all of the three things I mentioned in the title of this thread.

You're welcome.
Last edited by ConfederateJoe; Jun 21, 2014 @ 10:55am
ConfederateJoe Jun 21, 2014 @ 10:57am 
Originally posted by Vintage:
You don't have to post the same thing twice, but with 2 quotes in the second message.

Quoting notifies them that I responded.
And it was not the same exact thing though I will admit it was not an entirely necessary post.
Last edited by ConfederateJoe; Jun 21, 2014 @ 10:57am
raptornx01 Jun 21, 2014 @ 9:17pm 
steam notifications are iffy. some times it does, sometimes just posting will. sometimes neither will trigger a notification.

as for the topic. will this make the program run smoother on weaker systems? or cause more problems?
Last edited by raptornx01; Jun 21, 2014 @ 9:18pm
raptornx01 Jun 22, 2014 @ 6:17am 
Amd A6-3620 2.20ghz
integrated radeon HD 6530D
Radeon HD 6450 with 2gb running in dual graphics mode
8gb ddr3 ram
Vincent Mar 6, 2016 @ 2:20pm 
Wich file did you put to the "Large Adress Aware" guys ?
I try this one C:\Program Files\Steam\steamapps\common\SourceFilmmaker\game\sfm.exe
but after few test, that didn't change anything, It's even a bit longer than before to make a poster (57s instead of 54s for 1080p..)
Any solutions ? or Tips ? Thanks.
episoder Mar 6, 2016 @ 3:08pm 
nice corpse. and... large address aware is not a parameter you can use. trust me when i say sfm is compiled with it. it works like that already.

now dig that back in.
Last edited by episoder; Mar 6, 2016 @ 3:08pm
Anyar Mar 7, 2016 @ 2:36am 
If this works...
god bless you.

EDIT: Which file do I choose?
If I choose
Originally posted by Vincendre:
C:\Program Files\Steam\steamapps\common\SourceFilmmaker\game\sfm.exe
then it says LAA is already enabled.
Is that right?
Last edited by Anyar; Mar 7, 2016 @ 2:49am
Vincent Mar 7, 2016 @ 5:51am 
Honestly, I didn't think it's gonna works, but I was curious because my SFM crash A LOT when I searching models or maps.

You're right, it's enabled. Before and after doing the patch.
That's probably why LAA didn't change anything, so I guess i'm going to copy my sfm.exe backup instead.
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Date Posted: Jun 18, 2014 @ 8:43pm
Posts: 43