Calculating, please wait...As I write this I am running a test on L3DT's dynamic caching performance. My poor PC is about two and a half hours into generating a 16,384×16,384 pixel heightfield, with at least another hour of erosion to go. The caching seems to be working properly, with the RAM allocation stable at 65MB and around two gigabytes of heightfield stashed to the HDD. I still have to tweak the cache settings, but I'd say the architecture is now all OK. I will post some benchmarking figures when I've completed a reasonable set of tests. More last-minute additions include:
Still to do:
Slowly but surely, we are approaching release 2.3. Except where otherwise noted, content on this wiki is licensed under the following license:CC Attribution-Share Alike 3.0 Unported
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