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> Man, I don't know why you're in hyperbolic attack mode, There isn't anything like that in my posts, just corrections along with pointing out irrelevancies, n
by AboutTheWhisles 9y ago
> Man, I don't know why you're in hyperbolic attack mode,
There isn't anything like that in my posts, just corrections along with pointing out irrelevancies, no need to be defensive.
> It is completely relevant, if you can't fit the textures into memory in the first place, which is precisely what was happening in my studio around the same time Toy Story was produced, and what I would speculate was also happening during production of Toy Story.
Yes, PRman has always had great texture caching and like I mentioned earlier, a 32 socket SGI Onyx would max out at 2GB of memory. I think a fraction of that was much more common.
> Still, this would mean that a good chunk of the software, the antialiased frame buffer, all animation and geometry data, all texture data -- all assets for the film -- would have to fit on the GPU in an accessible (potentially uncompressed) state.
I think you mean all assets for a shot, not the whole film.