After I built my level at EPIC, I can walk to thought it with high resolution. I boosted my texture streaming and it works fine, However, when I package the level and when I start playing it I seem to loose the resolution and I get dark areas all over my level.
What do I need to do before packaging to make sure I get the same quality. Thx M.
It’s not black and white it is textured… it’s my clients material selections. Wood walls marble floor and ceiling tiles… The second image is the same, but from the package ingame result
Is there something I forgot to check before packaging?
No I believe me, they are the same color. The White ones are from within the Engine and the black one from within the packaged game… it’s not only the columns
It looks like your lightmaps are using the low res mips. Just to test if this is a streaming issue would you mind disabling texture streaming in your project settings then test the packaged game?
If this is the case make sure to enable texture streaming again since this is important for optimization. Try increasing your streaming pool size by entering the following cvar in the console ** r.Streaming.PoolSize ** this should be followed by 4000 or whatever your GPU can allow in VRAM. The default is 1000 (this is in MB) so most users can increase this amount.
If this isn’t a streaming issue we can continue from there.
FYI I have used this streaming line in the project output log before building;
Cmd: r.TextureStreaming ?
HELP for ‘r.TextureStreaming’:
Allows to define if texture streaming is enabled, can be changed at runtime.
0: off
1: on (default)
r.TextureStreaming = “1” LastSetBy: MIchel
r.Streaming.PoolSize 10000
It works in the UE. but I loos it all when I package… does it make sense? Should I enter it anywhere else before packaging?