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]



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