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@ -19,5 +19,5 @@ Performance has already been discussed in Chapter~\ref{d3}.
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However, in this work, we never tried to remove data from the media engine when it is no longer useful.
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However, in this work, we never tried to remove data from the media engine when it is no longer useful.
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This means that on a really large scene, performance is bound to become damaged due to the growing amount of data to render, and the saturation of memory.
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This means that on a really large scene, performance is bound to become damaged due to the growing amount of data to render, and the saturation of memory.
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For our system to be able to support such scenes, it needs to unload data.
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For our system to be able to support such scenes, it needs to unload data.
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The utility measures that we described in Section~\ref{d3:utility} seem to be a good candidate to determine what to unload.
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The utility measures that we described in Section~\ref{d3:utility} seem to be good candidates to determine what to unload.
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We could watch the performance of our system by measuring variables such as memory used or framerate and use those values to discard data with low enough utility.
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We could estimate the performance of our system by measuring variables such as memory used or framerate and use those values to discard data with low enough utility.
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