Ouch !!! You do realize that this represents no less than 48Mb of
memory to allocate instantly for the snapshot, do you ?... Not surprising that you get an out of
virtual addressing space crash in a busy sim with such snapshots...
As you can see, the allocated
virtual memory reached 2.9Gb (not counting fragmentation) when the viewer crashed (for a maximum of 3Gb of usable
virtual address space, since 1Gb is reserved for the OS and a 32bits application can't address more than 4Gb in total (3Gb only when running on 32bits OSes)). The crash is therefore normal and unavoidable at this point (the throttling algorithm can't do miracles: it attempts to lower the
memory used for the textures, but it takes a few seconds for this to happen since lower resolution textures must be used before the highres ones are released).
For a usage such as yours (with an obviously HUGE screen), I'd recommend increasing the MainMemorySafetyMargin setting (with defaults to 150Mb): doubling it (and lowering the SafetyMargin1stStepRatio setting to 2.0 to avoid seeing texture discard throttling happening too soon) should do the trick (just test via trial and error till you find a good value).
PS: you can enable the "
Memory" debug tab and display the debug console to follow
memory usage in real time while the viewer runs: this will help you finding the proper settings.