PJC
01-28-2003, 04:35 PM
Why is the AM renderer such a memory hog?
It uses BSP trees. And it has to calculate those BSP trees before it renders anything. BSP trees calculate where all the objecs are, where the lights are and all that. You know. . . like game engines. This has the potential of making the renderer work really fast. . . as long as things aren't too complex. As soon as they get overly complicated, then that BSP tree that it creates can get really really really big, filling up your ram and causing your system to bog down as it hits the swap drive constantly.
Imagine how big a 30,000 PATCH quake level would be sitting in ram. . .
Eggslice gets around that problem by letting you slice up your shot into little bits. But its no miricle worker. . .
It uses BSP trees. And it has to calculate those BSP trees before it renders anything. BSP trees calculate where all the objecs are, where the lights are and all that. You know. . . like game engines. This has the potential of making the renderer work really fast. . . as long as things aren't too complex. As soon as they get overly complicated, then that BSP tree that it creates can get really really really big, filling up your ram and causing your system to bog down as it hits the swap drive constantly.
Imagine how big a 30,000 PATCH quake level would be sitting in ram. . .
Eggslice gets around that problem by letting you slice up your shot into little bits. But its no miricle worker. . .
