mib2berlin wrote:For static objects use movable proxy if only camera move.
Wrong.
All is explained in the manual in detail. Sorry, I can't add anything to it, just smoke and re-smoke the manual before you get understanding: only the objects
which move inside the scene (other words
inside the 3D-space) or
change their shape between frames must be set to one of movable types. Otherwise you either need "Global" or "Scatter", depending on your speed or memory usage needs.
mib2berlin wrote:For hair you get extreme memory usage if it is not a scatter object.
Not fully correct.
It is true only if you don't use the Octane internal hair, but use some mesh object (AKA hair-strand) as the scattered source ("Object" or "Group" is chosen in "Render" rollout). Only in this case this source object is better to set to some non-global type, as "Global" will eat a lot more memory (but will be rendered faster).
But if you use the internal Octane hair ("Path" is chosen in "Render" rollout), you do not have the "hair source object" itself to set the type to it. So the type of hair itself does not matter for the memory usage as you don't have the type of hair itself - they are always "Octane internal hair". And the the type of initial object used as emitter (the hair system is applied to) will affect the memory usage
only if you have different instances of this same "haired" object in the scene (e.g. few same heads duplicated).