GPU Lightmass Loading Problems 4.26

Hello!

I’m on engine release 4.26. I baked my light with the new GPU Lightmass and everything looks pretty great, but there is this one issue that seems easy to fix and I can’t fix it.

Basically everything looks great until I look around too fast. There seems to be these grids of baked data that load separately, and behind me they unload, which would be fine I guess, but if I look back, they load noticeably slow.

So in my eyes this obviously looks like a mipmap thing, but changing the lightmass to no mipmaps in the world settings/device profiler/windows doesn’t seem to have an effect on it. How can I adjust the setting of this loading? I really not fancy turning off the lighmass mipmaps, but I do it if I have to. If I know how to do it xD

Can someone point me in the right direction please?

Build - Virtual texture Streaming

or

Go to Project Settings - untick Virtual Texture - restart the project.

We’re facing the same exact issue, except the flickering is much worse, even objects in-view have constantly flickering lightmaps. We have a very large scene with multiple streamed levels, with the heaviest level’s streamed lightmap being 8192x8192. Setting the “Maximum Texture Size” to 4096 seems to fix it, but this is obviously a bad workaround. There’s got to be a setting somewhere to fix this? Setting r.streaming.poolsize to 2000 or even 6000 doesn’t help at all.

I can confirm that this works. Despite what the documentation says, GPU lightmass does NOT require texture streaming to work, it works just fine without it, you just won’t have any of the realtime preview features.