Posted by: Takulas
« on: November 23, 2013, 08:45:24 AM »Regarding multires, I think it`s quite cool the way it is now. Having group resolution setting option will help indeed.
Regarding the splitter/merger devices I still think it will be useful. I know about custom tiles export options in the "Project Settings/Tiled Build Options" and I used them. I read about your results in On the fly fast lossless compression with lz4 and I was quite happy seeing you decided to implement it in future releases and I couldn`t stopped not to associate it with HDD Cache device possible feature. Now, having all these features implemented and setting the "Maximum builds at once" option at 1-2 devices you might create huge worlds with a really good memory management, with the condition of course, that after the HDD cache device is passing all the info from the disk to the next device it will free the memory chunk used to bring the data from the disk back in the scene. The general idea it was to use, if necessary, all your available memory for only one device. Splitting the terrain area and merging it back after some more intensive computing operations will definitely help with this workflow too. I know about the merging back possible seams issues, but I think if used correctly (maybe using alphas/gradients?) it might be a great addition.
Regarding the splitter/merger devices I still think it will be useful. I know about custom tiles export options in the "Project Settings/Tiled Build Options" and I used them. I read about your results in On the fly fast lossless compression with lz4 and I was quite happy seeing you decided to implement it in future releases and I couldn`t stopped not to associate it with HDD Cache device possible feature. Now, having all these features implemented and setting the "Maximum builds at once" option at 1-2 devices you might create huge worlds with a really good memory management, with the condition of course, that after the HDD cache device is passing all the info from the disk to the next device it will free the memory chunk used to bring the data from the disk back in the scene. The general idea it was to use, if necessary, all your available memory for only one device. Splitting the terrain area and merging it back after some more intensive computing operations will definitely help with this workflow too. I know about the merging back possible seams issues, but I think if used correctly (maybe using alphas/gradients?) it might be a great addition.