The new async texture streaming that gets the perfect mip level for each texture in a scene is just what we need.
Looking at the code, it seems it takes into account the UV density (texel size) and the distance from the view point.as new heuristics in the deciding what to stream in. Would this be correct?
Secondly, the angle the texture is being viewed at is not being taken into account? (textures viewed edge on would have a higher texel density and so use a higher numbered mip). Was this viewed as too computationally intensive, not worth doing, to be left as a future improvement, already being worked on, was investigated and found to be worthless, some combination, or something else?
Cheers
John