Texture size scalability option?

Hi!

Does there exist an option for texture sizes or how is this handled by unreal engine? I see you can change texture filtering and texture streaming related features in the scalability reference but I can’t see anything about texture sizes. I wonder because I would want to support low-end hardware at the same time as I would like to have a nice high-end version.

The scalability documentation says at one point: “Performance is one part of scalability but it also can affect stability. E.g. If you run out of memory on a lower Spec, it might be best to grey out the high resolution texture option.”

How can I control which textures that are loaded?

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Properties/index.html

Level of detail paragraph. is that what you are looking for?

Even if mipmaps and LOD were correctly used, wouldn’t it still take the same amount of memory on the graphics card? I want to be able to allow a really high resolution version for those who have high-end systems when still allowing those with low-end systems to start the game. I don’t know exactly how unreal handle this, is changing the LOD and mipmaps enough?

Okay, I think you are right. The problem is that I didn’t knew enough about texture streaming. Not sure how to handle textures that never streams though.