Shows that operate hundreds of moving lights and/or thousands of LED fixtures inherently demand more resources. Listed below are a few tips on how to craft large shows in Hog 4 OS so that the workload is manageable by both the console and processors running the show.
Unblock cuelists. This reduces cue sizes which helps editors to load faster and takes up less memory on all the processors running the show.
Only Mark cues that need marking. When a cue is marked the processors have to do twice the amount work and with really large cues containing tens of thousands of parameters the result is often a delay in output or a drop in refresh rate.
Balancing, or evenly spreading, the number of fixtures patched to each processor does not improve any single processor's memory usage and only slightly improves refresh rate output performance.
Eliminate redundant fixtures from the show that output the same values in your programming and just double-patch a single copy of the fixture.
Turn off "select all fixtues when activated" under the Programming tab of the User Preferences window. This reduces the amount of time a large cue takes to open in an editor especially if the media picker and/or palette directories are open.
Aggregate fixtures using dotted users numbers so that clusters of fixtures can be selected using more memorable whole numbers. For example fixture 40.20 could be fixture 20 in row 40, whereby selecting fixture 40 would select all fixtures in row 40.
Keep each plot window under 1,000 fixtures when possible. Create separate plots for different areas of the stage to reduce the load on any single plot window. This reduces the amount of drawing any single open plot window has to do and also imrpoves desktop responsiveness when making large fixture selections. If more than 1,000 fixtures are needed in a single plot for the purposes of PixelMapping then only open that plot window to adjust its layout or properties as the desktop might feel sluggish as it tries to refresh the plot window.