FSimpleStreamableAssetManager required mips

This question was created in reference to: [FastGeo and texture [Content removed]

Hi,

we were asked during our call with you this week to report the difference between requested mips when using FSimpleStreamableAssetManager vs the regular engine path.

I have debugged it a bit. There was an issue with the texel factor fixed on main in CL 42706393. With this fix, I see texel factor being same in both streamable asset managers.

However, the issue is that FSimpleStreamableAssetManager uses Bounds.SphereRadius for ComponentScale.

The regular gets initially the same value. But it get updated each frame in FBounds4::FullUpdate(), where NewSphereRadius is its max scale.

For the sphere, the values are 50x times higher -> request much larger mips. I am not sure, what is the proper way of dealing with it.

Regards,

Steps to Reproduce
I am not sure, how to properly upload repro project, the link does not work.

However, the repro is super simple on vanilla 5.6

Repro

  1. Create empty level
  2. Add sphere with material which references a texture - for better visibility, I have increased scale of the sphere 10x and using 8k texture
  3. Compare requested mips with s.StreamableAssets.UseSimpleStreamableAssetManager enabled and disabled

In my case it was ~4MB vs ~47MB

This is in the editor, outside of game mode. It seems to work the same way inside of game mode. Not sure about the cooked game

Hi Jiri, thanks for reporting this.

I will take a look at it and come back to you with a solution.

Richard

Hi Jiri, I submitted a fix in our main branch CL 43827369.

Richard