In my opinion, one of the biggest problems with COP is its insane memory consumption. If I'm doing anything more complex than 50 nodes and, God forbid, a 4K texture, 16 GB of VRAM fills up pretty quickly. Even though I've reduced the resolution as much as possible and used mono layers. I played around with a few mosaic patterns a bit – and voila, the memory is full, everything slows down, and sometimes even freezes completely. I suspect that under the hood, many nodes are converting everything to RGBA, which is really bad for 4K, and are needlessly eating up all the memory. Manually resetting the cache in the cache manager helps, yes.
This raises two questions/suggestions: 1) I can see the time spent by node in the performance monitor, but how can I see which one is eating up all the memory? It would be nice to somehow monitor memory consumption. After all, video card memory is the most important resource for COP and is completely non-expandable. 2) It would be nice to optimize the code for lower memory consumption. Perhaps we could optimize monolayers separately? For example, some kind of multilayer blend for monolayers, so the user doesn't have to create dozens of blends, which likely create dozens of unnecessary RGBA channels and waste memory.
Especially when I separate some nodes into subnet, I usually create a block inside. Same for hdas.