understanding the vraymemtrack files

Hello.
Some old assets in our library have bitmaps with the filtering disabled and the blur value set very low. Also in many cases we have 2 set of maps for the same assets (let’s say 3D people) for foreground and distant shots.
I know this is not the best practice and that we should use the HDRI map instead of the max default bitmap loader. Also reading Lele’s guide for optimizing RAM I wanted to make some tests using .tex maps.

For this purpose I created 5 identical scenes all rendered locally (they all contain a 3D scanned model turned to proxy and instanced 10000times, one vray plane with simple gray material and vray sun and sky):

1. First test:
- resized maps 1K converted to .jpg
- bitmap loader with blur value set to 1
Render time: 11m 26.5s

2. Second test:
- resized maps 1K converted to .jpg
- bitmap loader with blur value set to 0.2
Render time: 10m 41.4s

3. Third test:
- original .png maps 8K
- bitmap loader with blur value set to 1
Render time: 9m 22.4s

4. Fourth test:
- original .png maps 8K
- bitmap loader with blur value set to 0.2
Render time: 10m 20.5s

5. Fifth test:
- converted tiled .tx maps using the Vray bitmap to Vray HDRI texmap converter
- HDRI loader with blur value set to 1
Render time: 9m 42s

All scenes rendered with default settings (bucket mode) geometry set to static, conserve memory on.

I tried looking at the vraymemtrack file but I find it hard to interpret the results. I’m not really sure what all the numbers mean. (tried also with this tool https://pulze.io/free-stuff/memory-tracker)

My goal was to see the RAM usage for all the situations mentioned above so that we find the most efficient way of dealing with assets and maps.
I will attach the files here and maybe someone from chaos could give me some pointers.

Also I don’t fully understand the differences in the shadows… I think it has to do with the normal maps but I’m not quite sure what is causing this.

Thanks.

here are the actual memtrack files
vraymemtrack.rar (4.81 KB)