[sldev] Reformatting Textures for the cache
John Hurliman
jhurliman at wsu.edu
Thu Mar 22 15:46:17 PDT 2007
Jason Giglio wrote:
>
> In a directory with 74k+ files there is very little difference in any
> file system tasks. You get similar times to these in an empty directory.
>
> "The filesystem is faster than you think." is probably good advice for
> most programmers these days that jump to some overly complex solution
> right away.
>
> -Jason
For the record I think some variation of a direct filesystem cache will
probably yield the best results, but I wanted to pitch in that a lot of
the overhead with using a filesystem is more than just finding the file.
The OS has to check if you have permission to access that file, check if
any other programs have an access lock on that file, and do some
bookkeeping work when you open and close the file. Working with a single
large file containing lots of data (like a VFS) can be as simple as a
malloc() and copying data in to memory.
To further the discussion about using the uncompressed filesize, there
are quite a bit of different potential dimensions of images in SL. the
valid dimensions that I am aware of are any combination of 8, 16, 32,
64, 128, 256, 512, 1024, and 2048 (ridiculously huge for a real-time 3D
world). The valid number of layers are 1 (grayscale), 2 (grayscale +
alpha), 3 (rgb), 4 (rgba), and 5 (rgba + bump, used for avatar bakes).
It's been a while since I took statistics, but that's quite a few
different possible sizes of uncompressed image data. An avatar bake
texture is 512x512x5 (except for the eyes), 1.3MB and there are three
(or four if they have a skirt) of those for every avatar you see.
Reading almost 6MB from the disk for every avatar you encounter seems
like it would get out of control quickly. I can provide some sample SL
texture data in compressed JP2 and uncompressed TGA format if people
want to benchmark various compressors against it, let me know.
John Hurliman
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