I’m learning how to optimize my game and found nearly 5GB of ‘NonStreamingMips’ which left me scratching my head. Even in a completely blank level, that number doesn’t change in Stat Streaming.
After some digging, I realized it was from a fairly large collection of cubemaps I have in my project, of which only a small handful are even being used.
I’m hoping someone can confirm that I’m understanding this correctly… it seems like any cubemap in the project, regardless of whether it’s being used/referenced or not, will always be included in texture memory… is that correct?
Oof. Doing some searches and this appears to be correct. Not sure why cubes with no level references would load. Seems like a huge waste of memory of you want decent quality cubes.
Although I’ve always found I could get away with shockingly low resolution cubes.
For most things, yes, I’m doing the same - setting the cube texture resolution really low. However, I have a specific set of starfield/nebula cubemaps that need to be higher resolution. There has to be some way to remove them from memory, when unneeded… but I sure as hell can’t find it!