So let me preface this with the fact that I’ve done a lot of searching in forums, here in the answer hub, and documentation and haven’t found an exact answer for my questions.
First off, is the load streaming level node already an asynchronous function or do I need to apply extra coding logic (in regards to removing a loading screen once a level is loaded). In PIE, my test levels seem to load rather quickly, but as levels get more complex, with more and more actors, etc. will I need to make a custom function to keep a loading screen in the viewport until it’s finished?
Second, and honestly the more pressing question I have is about the Texture Streaming pool size. I know how to change the limit to get rid of the warning (in the ini file) but what I want to know is what exactly does that number represent, bits? bytes? kilobytes? How can I determine a reasonable pool size based on modern video graphics cards? I don’t want to make a level that’s so computationally complex and taxing that only the highest end PCs will run it but I still want to be able to make pretty levels. Though I’m not making a game specifically ported to PS4, I feel like that would be the target level of complexity. I know there is no one size fits all when it comes to video cards since they change all the time, but I really want to get the most immersive graphics for my coding dollar and the game have reasonable system requirements.