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Looking up to the whole RAM preview for uncached frames let the workers spread over the preview while the playhead waited. On the GPU each worker then built a Classic 3D atlas for its own set of layers, and on a cold start of the #1812 project the device ran out of memory far more often (first pass 1-56 % of real time instead of 63-81 %). The window now keeps its old width but starts at the first frame ahead that isn't cached, so a loop or a restart still renders on at once. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>