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Virtual textures - why not always use them?

Can anyone explain the disadvantages of virtual textures and why you wouldn’t always use them?
I have a high poly interior environment for a desktop application using just 4 8k texture atlases.
Should streaming virtual be enabled for these textures?
Using 4.27.2

RVT comes into it’s own with landscape. With landscape, the engine spends a lot of time deciding which part of which texture to show the player, because in a sense, it’s blended dynamically.

So it’s much more efficient to bake the whole thing into a big render target. Then, the game is just using memory instead of processor power.

If you have a texture placed on a mesh, why bother copying that to a render target to display it? You already have the mips system which works great.