You can still remap the UVs or split between multiple VTs, but the bigger problem I’m running into is how the textures are managed in ram while being imported. I’m doing a 81920x122880 megatexture right now and it has taken ~24 hours to import 36 of 150 8192x8192 tiles and has had peak UE4 ram usage of 200GB. I’m having to use an NVMe for RAM overflow/pagefiling. Only 76 hours to go! So far no crashes after the conversion to int64, but I’ll have to schedule to re-attach the debugger when it’s almost done as I wouldn’t doubt there’s some other 32bit int issue I haven’t caught yet.
While not directly comparable, I imported/rescaled/exported this megatexture in the span of ~1.5hrs in GIMP (peak ram usage I believe was ~120gb) vs UE4 will take about 100hrs to do the extra VT processing/conversion.
Edit 1:
:eek: Just a cozy 213GB of allocated memory; tile 62 out of 150
Edit 2:
I hate Microsoft so much. On tile 140 out of 150, roughly 90hrs in, Microsoft decided to reboot my computer via “UpdateOrchestrator”. No words can describe how much I hate Microsoft and their garbage updates. Time to use the sledgehammer (Download Sledgehammer - MajorGeeks) on Windows Update