I wanted to try a new way to improve my VRAM usage, so I decided to make texture compression outside Unreal, and importing them into Unreal when they are very light.
Surprisingly, if I imported the original PNG image into Unreal, it finally weights the same than importing a very light JPG image into the engine.
For this experiment, I used a 23mb PNG image and a 250kb one. When they are imported into Unreal, one is consuming 24.5mb and the other one is taking 5.3mb (but not sure if it’s only disk usage, or VRAM usage). When exported from Unreal to my PC, as TGA, they are (both of them) 12mb.
When applied as a material, both image quality is almost the same, with a huuuuuuge size improvement, even if it doesn’t care for Unreal (I think). I understand UE makes its own texture compression but, if it notices a texture is much more lighter without compressing, it shouldn’t try to compress it at all, isn’t it?. Or maybe I’m missing something…
PS: and what about calling the textures of the Master material too, even if the only used material is a material instance which has overwritten the original textures placed into the Material’s Graph? (Again, I’m not sure if this is only a Disk issue, or maybe VRAM too).
Here you are the testing project and the original textures too: https://mega.nz/file/iBEzzAYI#-hanvh…kiKYA047r5FjiY
Thank you ans best regards!