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Simon F
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It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just asstill very relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is still very relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

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Simon F
  • 4.3k
  • 13
  • 30

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping" (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

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Simon F
  • 4.3k
  • 13
  • 30

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping" (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping" (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

It could be that you have to overcome a different bottleneck first.

Have you ever read Jim Blinn's "The Truth About Texture Mapping" (I had a quick search to see if I could find a non-paywalled version but you may have better luck than me. Alternatively you might find a dead tree version of "Jim Blinn's Corner" in a library). Though this article is old and describes paging of texture data, it is just as relevant today.

Essentially, if your textures are large (i.e. too large to fit in the cache), in scan order, and they have been rotated when displayed on the polygons, you are very likely to be thrashing your cache and, as memory is an order or two of magnitude slower than the CPU, this will hurt performance.

To avoid the cache thrashing, textures are often stored in twiddled-order (that's what we called it in the early 90s but, more correctly, it'll be some variant of Morton order) or in a block order, which is what Blinn describes. This then makes texel/memory accesses far more coherent and the cache more effective.

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Simon F
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