From how I understand it all surfaces are split and diced regardless
of the geometry type therefore even if you don't displace the overhead
is still there (so why not take advantage of it). This has been the
hardest thing to explain to users comparing performance to something
like Blender's internal as RenderMan is doing more work even if it's
not visible on a box and plane.
One area were performance can be hit using displacements is when
including them in raytracing. It can become even worse if the scene
isn't carefully tuned as sampling, inter-reflection/refraction and
volumes can begin to exponentially slow the renderer down (one big
advantage for using raster based techniques in complex scenes). In
these cases it's customary to tune the ray depths, limit ray distance,
control object visibility with ray groups, make use of point clouds
for baking and even mix traditional methods too.
Also something else worth mentioning about displacements is Air by
default doesn't displace without a special attribute, instead it
converts displacements into normal maps "on-the-fly" to squeeze out
more speed (I'm assuming in this case it doesn't do sub-pixel
calculations unless enabled?).
Anyway that's my 2 cents :)
Eric Back (WHiTeRaBBiT)
> > blendertorender...@gmail.com
>
> --
> Paul Gregoryhttp://www.aqsis.org