Felix Kühling wrote:
I don't think my algorithm is much more complicated. It can be
implemented by gradual improvements of the current algorithm (freeing
stale texture memory is one step) which helps avoiding unexpected
performance regressions. At the moment I'm not planning to rewrite it
from scratch, especially because I can't test on any hardware where I
can actually measure great performance improvements ATM.
I'm not sure what a really good implementation would look like, but you could try lowering gart speed to 1x with a savage to see a performance difference between local and gart texturing. Though I'm not convinced the savages are actually fast enough to even take a hit with agp 1x...

Roland


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