Texture Cache

From Second Life Wiki
Revision as of 18:27, 24 March 2007 by Rob Linden (talk | contribs)
Jump to navigation Jump to search

The texture cache is a hot topic for optimization. Current ideas/subjects discussed from the mailing list include:

  • Multi-level cache for uncompressed and compressed textures

Example Cache Levels:

  • Memory
  • Uncompressed Disk
  • Compressed Disk
  • Low Rez Compressed
  • Network

A flexible policy architecture would be able to discard, cache, retrieve, and migrate texture data from one level to the next as is appropiate with an external XML file to facilitate fine tuning of policy parameters.

  • Fixed block size cache to store images of any size that is a power of 2
  • Reformatted textures, being changed from jpeg2000 to TGA (with or without RLE), BMP, GIF, or downsampled
  • Storage:
    • Filesystem
    • Database
    • Network
    • Memory mapped
  • Quality of cached images
  • System Requirements
    • Minimal
    • Optimal
    • Surveys
    • Core(s)


Please use the Talk page to continue discussion.

Related articles: Image System, VFS