Hi,

I am seeing some strange behaviour with the DatabasePager and compressed 
textures (compressed using the nvtt image processor) and cant get my head 
around what is happening.

My setup is this:
- A paged terrain very similar in nature to a VPB created terrain.
- Images and height fields are stored in a database and read at runtime. As the 
db uses aggressive mem caching, many reads of 'files' are actually read 
straight from memory so images are loaded very quickly.

To demonstrate the problem, I rapidly move the camera around the terrain to 
generate lots of database requests. If the textures are not compressed (or 
stored as jpegs etc, so they are not compressed once loaded) then the 
precompilation works perfectly and I get no frame drops. If I change the 
textures to use compressed dds images, I get terrible frame drops (down from 
completely solid 60hz to bellow 20).

I figured something was going wrong with the precompiler but after much 
debugging this seems to be working as designed. If I set the max num of objects 
to compile to 1 then the problem is reduced, but this is obviously not a 
solution as it is just masking the problem.

The only thing I can think of is that the precompiler isn't actually uploading 
/ compiling the textures when they are compressed, but it is when they are not. 
As such, the precompilation stage races through lots of textures and then 
during the draw phase the actual work is done, causing the frame drops. 
However, I have no idea why this should be the case or how I could address 
issue.

Has anyone come across this before or have any suggestions as to what might be 
going on?

Cheers,
Brad


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