and the good news is, ZB displacement maps are now fully integrated (up to 32 bit AFAIK).
I did a quick test with a 4 mio poly mesh, and while my 2 GB RAM were almost used up, it just rendered fine and fairly quick with AO. I guess anything below 2 mio polys would leave more than enough room for other high resolution maps and other stuff.
ah well i was too quick! Stairs all over… the 16 bit image must be converted internally to 8 or something :-/
