Hmm, perhaps if a large texture test was included, perhaps it could help determine Rhino 3D’s performance, as well.
For a large texture test, I imagine a single, large, rotating, textured cube. : )
As funny as it seems, it would separate fillrate, texture size, and memory bandwidth–from triangle count. Perhaps the textures could alternate on the cube.
No, I guess people would get upset if it looked like the Lament Configuration.
[It was said that some of Id’s games used assembly code, written in C to render the scene. They apparently even used tricks like rendering objects of like textures at the same time. Id games popularized OpenGl on PCs, starting with the Quake OpenGL miniport.]
On my project, I cannot effectively rotate or translate the scene on Raytraced, so I have to switch to another mode to make changes. When I need to switch back it takes about a minute for Cycles to start.
There’s your realtime raytracing for you : P