Ross:
I read the results right.
The results say that 50 256x256 textures takes the same amount of time as 50 32x32 textures. But 50 256x256 textures are equivalent to 3200 32x32 textures.
So if rendering 64x as many 32x32 textures didn't result in a drop in speed, then the meager change from 50 32x32 textures to 1 32x32 texture isn't going to affect the framerate either.
Clearly, something other than bandwidth is causing a hitch when the textures first start rendering that results in an initial precipitous drop in framerate.
I read the results right.
The results say that 50 256x256 textures takes the same amount of time as 50 32x32 textures. But 50 256x256 textures are equivalent to 3200 32x32 textures.
So if rendering 64x as many 32x32 textures didn't result in a drop in speed, then the meager change from 50 32x32 textures to 1 32x32 texture isn't going to affect the framerate either.
Clearly, something other than bandwidth is causing a hitch when the textures first start rendering that results in an initial precipitous drop in framerate.