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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