MetaHuman T_head_wm_msk_Array (40 MB) — VT support or size reduction options?

Hi,

Quick question from our ongoing VRAM work. The MetaHuman wrinkle mask array T_head_wm_msk_Array is sitting at 40 MB resident in our RHI dump — one of the largest single textures on our RTX 3070 target.

Since it’s a Texture2DArray, I assume Virtual Texture streaming isn’t an option. Is that correct, or is there a workaround? Or would you recommend reducing the size, which is currently 2k?

Any guidance on the best way to reclaim some of this budget would be really helpful.

Thanks!

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Hi Matthias,

Yes, a starting point would be downsizing the mask from 2K to 1K as this would certainly help and worth you exploring while I discuss this further with the team.

Mark.

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Downsizing: The region masks would be a bit softer but at 1K it should still be high enough resolution that the animated maps (base color and normal) for LOD0 and LOD1 look as expected.

Removing: This means the animated maps material function will not work for face LOD0 and LOD1

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Correct, the expressions for the character at LOD0 and LOD1 would not have animated textures. The assembled MetaHuman’s head material should have a “use animated maps” parameter that you can disable. The visual impact should be fairly obvious at those LODs.

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what impact would it have to downsize or remove them? where would we see the difference?

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what would removing it mean from a player point of view, would the facial animations have no animated textures?

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