I have a patch (with lots of subpatches) that runs way too slowly to my impression on Win7 64bit on an i7 CPU.
I was using debug mode to find out what I am doing wrong, and one of the subpatches returned > 1000 ‘ticks’, and when digging deeper I found out that it was the Info node using > 750 ‘ticks’, which is 10 to 20 times more than any other node in the patch.
This Info node gets the size for a spread of 16 textures, and this input spread is the result of a selection from different texture spreads (FileTexture, Video, DynamicTexture, GDITexture, …).
Anyway, I am surprised by this and I think this is one of the main reasons for the bad performance. Anyone have any ideas why this happens?