Depends on in what context. If you give an Application that's expect tiled files a scanline file it will come with a penalty and vise versa.
Give Arnold a tiled EXR and Nuke a scanlined EXR. You say texture so I guess you are talking about rendering. What you want then is a tiled mip mapped exr. Just use "maketx --oiio -o file_tiled.exr file_scanline.exr". /Fredrik On Monday, June 16, 2014, Stastny, Bret <[email protected]> wrote: > 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 J. > > > > > > -bret > -- *Fredrik Brännbacka* CTO [email protected]: +46 709 160 477 Mad Crew Productions AB, Midskogsgränd 5, 115 43 Stockholm, Sweden *www.madcrew.se* <http://www.madcrew.se> <http://www.madcrew.se>
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