I’m trying to determine how UE works with Texture sizes and memory consumption scalability.
Currently lets assume all my textures are 4K and 2K (some even 8K) and this occupies X amount of Vram per level load.
I am also avoiding usage of mipmaps because given the nature of my game they are not that useful to me ( i.e my camera is always locked to a certain distance and perspective) and i’ve also heard that mipmaps can occupy more Vram.
So what I want to do is for the player to have a texture quality option that would automatically decrease or divide all the textures (or the ones I had specified) by half so instead of
4K-2K it will be 2K -1K and so on.
Sort of like LODs for texture but pre-determined by the developer.
Example I may not want all 4K textures to be halved so I need to specify this during the dev process. What’s the right way to approach this? I know UE4 has engine scalability options but from what i gathered I don’t like it when the engine decides what to scale down for me. I want to have full control over the texture sizes myself and how they scale down.
Edit: I can imagine a scenario in BP where I tell UE4 to take all textures starting with X_ or Y_ and divide those by half when the player tweaks Option A.
Also I assume the engine can automatically divide the texture by half, although I failed to find the option for it.
Any thoughts?