Quick noob question but in blueprints how to control what gets loaded into the RAM and what gets loaded in VRAM?
Context:
trying to make a custom solution to make a coop game and divide up the world in large grids and only load the grids the character is on and load adjacent grids, and unload the rest. And if the player splits up then is like having 2 of these ‘islands’ of loaded grids, so yes if the players split up more things will be loaded and lag the game. And when a grid unloads will store all the info in that grid.
Possible ideas I have:
So I’m guessing making assets hidden and visible still has them all loaded in both RAM and VRAM even if hidden.
Currently I’m thinking the only way to have things load and unload from RAM and VRAM is destroying and respawning them. But then there is garabage collecting, will that be an issue for the method I am doing? Are their other methods?
I hear something about level streaming and world partition but does it work in multiplayer?
Not really familair with VRAM but wonder if VRAM and RAM usuage are the same when you have a 3d object? if so then worry abou the player’s VRAM as they only have 8gb and harder for them to expand compared to RAM
Are their methods of only RAM and only VRAM? like I am assuming this mehtod only use RAM and not VRAm where having only data in the form of stat numbers or items only in the form of 2d icons with stats in inventory?
Is there a better method to what I am trying to do where coop loading and unloading grids?