The LODBias property in an Android-based device profile only works when set on the Android profile. It is ignored on child profiles which defeats its whole purpose: one wants to reduce texture memory usage for certain devices not all of them. Also, making use of memory buckets doesn’t work.
Steps to reproduce:
- Create a mobile/tablet project with or without starter content
- Add a 2048x2048 texture or choose one from the starter content
- Make sure the texture belongs to the World texture group
- Create a material that is based on the previous texture, am emissive one works just fine
- Add a plane to the level and put it where it would be easy to see when play starts
- Apply the material to the plane
- Go to Window → Developer Tools → Device Profiles
- Open the profile for the device you will be testing on, in my case it was Android_Mali_4xx
- Set the LODBias to 4 for the World texture group then close the profile
- Click on “Save as Default” to generate the DefaultDeviceProfiles.ini
- Deploy to the device
RESULTS
The LODBias has no effect and the texture is shown with its 2048 mip
EXPECTED RESULTS
The texture should be shown in its 128 mip
This doesn’t work either if the profile used is Android_Low. It only works on the Android profile. This behavior is also not consistent, because MaxLODSize works when applied to Android_Mali_4xx (doesn’t on Android_Low). This is quite a mess to be honest and I have already submitted a bug report (Case # 00132492).