Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Code Block
languagenone
* Profiling :
    
    task                       time
    raytracer init               0.0
    raytracing                  10.3
    surface shaders              0.0
    imager shaders               0.0
    texture loading              0.1
    display drivers              0.2
    screen filtering             0.1
    raytrace hider               1.0
    Total :                     11.6
    
    Total process times (user/sys/real) : 19.56 / 0.27 / 11.66
    CPU use : 167.8% user + 2.3% sys = 170.1%
 

...

Cache pressure cache pressure ratio between the footprint and the actually loaded into the cache, counting data which is loaded more than once because it was flushed. For example, at 2 each texture tile is loaded on average twice, which is actually not that bad. At 10, we're loading each tile 10 times, which is not that good anymore.
StatisticDescription
Cache size
Total cache size as specified by the user.
Footprint

The

texture footprint is the

total amount of data

Footprint

The texture footprint is the total amount of data seen by the cache during a render. It's the seen by the cache during a render. It's the size the cache should be made to hold everything needed in memory. This is a good metric of how much data a scene is using. Note that the cache does not have to be that large to be fully efficient in most cases.

Cache pressure

The cache pressure is the ratio between the footprint and the amount of data actually loaded into the cache, counting data which is loaded more than once because it was flushed. For example, at 2 each texture tile is loaded on average twice, which is actually not that bad. At 10, we're loading each tile 10 times, which is not that good anymore. A pressure of 1 indicates a fully efficient cache.

This number is directly proportional to the texture loading time described in the Profiling section above. If the pressure goes from 4 to 2 then loading time will be halved.

Point Based Occlusion

Code Block
languagenone
* Point Based Occlusion :
    Number of evaluations               : 0
    Considered elements per evaluation  : 0

...