My scene consists of 128 spheres. Each of them has a unique material applied to it, containing a single 4K diffuse texture (obviously the textures are just duplicates of the one texture, but that’s not important for now).
I realize that 128 unique 4K textures is a lot, considering I would need thousands for a real game. That’s why I wanted to test texture streaming but so far I can’t get it to work correctly. For instance I set the pool size to 1GB and zoomed into one of the spheres. The result is that some are blurry, others are sharp.
Why? Shouldn’t the one closest to me be sharp?
Also, when I back away from the scene, the streaming stats stay the same.
Why? Not even the shadows are rendered anymore, why aren’t the mip levels dropping? I mean they obviously are, but why are they still loaded in memory?
And even if I turn the camera into nothingness, from the same distance, that stats still don’t change.
So what am I doing wrong? When do the textures get offloaded and when are they loaded back?