I am going to guess that it is a known performance penalty to use Scan line 
compressed EXR files.  In a project I was working on I was given a scan line 
compressed EXR file and the I/O time difference of this file over a .tx version 
of the same texture is roughly 4X.   The delay was so bad we actually thought 
the application was hanging and had gone into an infinite loop.

Without having to dig into the code does anyone know why the performance is as 
bad as it is?  Also I see rather unexpected I/O data sizes, roughly 3GB of I/O 
for a file that uncompressed should be 500MB.  The upside is there are no Cache 
misses :).


-bret
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