[sldev] Texture caching/bandwidth/performance how to proceed
Robin Cornelius
robin.cornelius at gmail.com
Sat Jun 7 00:20:21 PDT 2008
Laurent Laborde wrote:
> i found :
> Advanced->Debug Setting->CacheSize
>
> There is an option "CacheValidateCounter" too but i have no idea of
> the meaning so i won't touch it :)
> used in void LLTextureCache::purgeTextures(bool validate)
>
> Since ... a long time ago ... i cry for texture saved as TGA (see the
> wiki about texture cache)
> and the ability to store texture cache on a separated and optimized
> server using squid or similar.
>
> Overkill for "random user", awesome for company, cybercafe and technonerdogeeky.
>
With the current fetch system squid is not really direct useful, without
miss-appropriating it some what, if we go http textures via caps then
may be it would be useful but would need an slproxy instance as well.
I was going to do a mysql cache, i've already done some mods so it
should be a trivial next step for me. I greatly expect for a single
client the performance to be worse but as the number of local clients
increase and if the db server is thrown a lot of memory it may level out
and could help reduce total data download.
Robin
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