Well thanks for the input.

As I said I wasn't *100%* sure what the PreCache function was actually
caching. For example, in other software I use in my job "PreCaching"
only fetches the most expensive bit of data and the rest if read from
disk.

In this case I wasn't sure if it was doing something similar or, as
Gary said, gets everything - all the mesh, vertex and physics data +
materials, etc.

My main concern is that pre-caching all those models would takes up
system resources even though the models might *not* be needed for that
particular map.

But as you say, most players systems can spare the memory. A single
player model is about 1.4Mb so 32 times that isn't so much.

I guess I'm still stuck in the 1980's where all my programs had to fit
in 48k of memory. I still obsess over whether and if/else uses less
clock cycles than a switch/case construct. :/

Old-fart signing off...

On 14 September 2011 20:58, Ryan Sheffer <darksk...@gmail.com> wrote:
> Hey Jed
>
> Model precaching is very important considering the model first exists on the
> hard drive, and then it needs to be broken up once loaded.
>
> The model is loaded (FROM THE HARD DRIVE), all the required data is laid out
> in an easy to retrieve manner in memory, the video card memory probably gets
> a vertex buffer sent to it plus more. The biggest thing to keep in mind
> especially when developing games is to never load from the hard drive at run
> time, the bus between the hard drive and your memory is ridiculously slow.
> Again, caching is very important mostly in that the model exists on the hard
> drive and shouldn't be constantly loaded from the hard drive every time it
> is needed.
>
> Also, the memory usage is insignificant compared to the performance gains. I
> hope this somewhat explains why Valve throw up red warnings whenever you
> precache something late.
>
> Ryan
>
> On Wed, Sep 14, 2011 at 8:02 AM, AndreaZzZ <andrea_s...@mail.ru> wrote:
>>
>> If there were levels of detail, I think things would be a lot easier.
>>
>> 2011/9/14 Garry Newman <garrynew...@gmail.com>
>>>
>>> I stopped models precaching in GMod - and you can get up to a second
>>> loading delay when spawning a model - especially ragdolls.
>>> So I think it's safe to assume it loads the whole thing, model, physics,
>>> materials, textures.
>>>
>>> garry
>>>
>>>
>>> On Wed, Sep 14, 2011 at 2:57 PM, Jed <j...@wunderboy.org> wrote:
>>>>
>>>> I've been wondering about model pre-caching lately and what exactly it
>>>> achieves.
>>>>
>>>> I'm noticing that the potential number of player models for our mod is
>>>> growing exponentially and along with that there are various play model
>>>> attachments which are needed. I could just put them all into an array
>>>> and pre-cache them in one go but I keep wondering if that in fact
>>>> could have a negative effect?
>>>>
>>>> "aching" to me implies that the model is loaded into memory and held
>>>> there for quick access but in our case while there are say maybe 32
>>>> separate models, only 6 would say ever be used at one time in a single
>>>> map. So my thought is that while the caching will stop stutters
>>>> waiting for the model to load, will it in fact use more memory as not
>>>> all the cached models are being used.
>>>>
>>>> So does model pre-caching actually store the whole model in RAM or
>>>> does is simply let the system know that this model might be needed and
>>>> do some sort of preparation for it?
>>>>
>>>> - Jed
>>>>
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>>>
>>>
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>>
>>
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>
>
>
> --
> ~Ryan ( skidz )
>
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