How muсh cost WRITE in RVT?

More that I meant, that I don’t believe the engine will give him the answer he wants. I wasn’t trying to be insulting, but illuminating.

Sometimes, there really isn’t a hard diagnostic that will tell you what you want. Particularly if what is part of the equation is open to user-customization. It’s not so straight forward to say it costs X to render to the RVT because you don’t know if the compiler will be able to pack channels, pack math, etc, based on what the user is doing.

So! I hope I didn’t come across as ill-tempered, far from it.

It’s listed in stat GPU as “VirtualTexture”. Most of the time it will be 0 because (as I understand it) RVT is effectively a shading cache, it computes data as needed and when it doesn’t need to update the only cost is sampling the texture.

This means the cost is variable and expensive updates will be noticed as hitching so if you want to profile it in any meaningful way you will need to record the data to a file and view it in the session frontend.

Here’s an example of a spike occuring as I rotate the camera for a comically expensive landscape material I made (2.1k instructions) as seen in the session frontend: