If they are creating textures at too-high resolution, that's a hit on disk space, but not render time (those unused levels will never be paged in).
But artificially reducing the derivatives is a big hit across the board. On Feb 19, 2015, at 10:57 AM, Stephen Parker <[email protected]> wrote: > One thing to keep an eye on is whether artists are artificially forcing > higher mip-levels by messing with the texture filter window size. There's > also a good chance that your textures are being created at a resolution that > will NEVER be accessed. Artists tend to do this instinctively because they > feel they'll get sharper textures. But the reality is you're just pushing the > mip that will actually be used further down in the stack (and subsequently > filtered more). > > > One note on the Avere's: they are block-level caching servers (not file > level). That is a big performance factor when dealing with mip-mapped > textures. > > We purchased their lower-end model for around $65k (FXT 3200): > 96GB DRAM > 2GB NVRAM, > 4.8TB SAS HDD > 2 X 10Gb ports > > 6 X 1Gb ports > _______________________________________________ > Oiio-dev mailing list > [email protected] > http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org -- Larry Gritz [email protected] _______________________________________________ Oiio-dev mailing list [email protected] http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
