Jiayin Cao
jiayincao.bsky.social
Jiayin Cao
@jiayincao.bsky.social
Principal Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
One interesting thing is even with only 1312 mb texture cache size limit, which is roughly 65% of what is really needed, we got reasonably good performance.
Though, things start to drop when there is only 50% of what we actually need. (This is to be improved if possible)
September 18, 2026 at 5:11 AM
Image 3 reveals the same thing, reflected by the rendering time. As the texture cache hit rate is lower, we got slower rendering performance because rendering fibers are kept waiting for IO more often.
September 18, 2026 at 5:11 AM
And for the best part, the texture memory consumption gets smaller as screen scale gets smaller.

Image 2 reveals the cache hit rate. The shot needs roughly 2GB texture memory, when we have only a third of it, the cache hit rate is dropping. It actually starts to drop earlier.
September 18, 2026 at 5:11 AM
Image 2 reveals the actual texture memory consumption vs the texture memory consumption without the texture cache system.
We can see it cuts the memory cost by rougly half.
September 18, 2026 at 5:11 AM
Yeah, the game is a bit long than necessary. If TC could have split the game into two, our experience will be a lot better.
June 22, 2026 at 2:38 AM
Game looks amazing! Congrats!
June 8, 2026 at 7:30 PM
Totally enjoying it!
May 13, 2025 at 9:22 PM
It work within my repo. It may need some adjustment to work on other theme, I'm not quite sure though.
April 21, 2025 at 1:25 AM