Hey Epic, we are considering the feasibility of using the SVT built in RVT volume for distant objects. For example, we make the HLOD landscape meshes do not generate their own textures but directly sample the built SVT, so that we can save some disk storage. We would like to have thorough understanding of how it works, so we can control it better. We have questions about it:
- We can set the build levels in the RVT volume settings. If we set it to 4 and build SVT, does it mean the highest 4 MIPs use the built SVT, while the other lower MIPs use RVT?
- If the factor which decides RVT falls back to SVT is MIP level, can you point me to which function is responsible for this? Is this info embedded VT feedback buffer for VT page requests? We may need to do some trick here to force which MIP to use.
- I noticed that we can use MIP bias to force the material to sample higher MIP. For example, if the landscape uses MIP 1, whereas the MIP bias is set to 2 for the grass (which samples RVT) on the landscape, which means grass samples from MIP 3. In this case, do we end up having 2 MIP for the same location? If so, does this consume more memory in the physical memory pool?
- We noticed that the built SVT is in a Virtual Texture Builder, and we cannot directly access the built SVT in materials. Is there a way to export the built SVT, so that we can directly use the SVT in materials?
BTW, we are using UE 5.4.4.