Thank you very much. I have been trying to understand how I could fix texture streaming error for a few months now and getting nowhere. You really helped me a lot!
This is very useful, but if you doing a story mode and the object will be viewed up close u may just want to leave it as high res where is green.. because in every angle you be good other then just from distance or just up close. Less is much bad then extra but all depands. So using this method will allowed u to decide what's necessary, that's why theirs not a good answer for this. great tutorial
I couldnt get my texture view to work correct. Insted of showing the few named textures in my project, It is looking at around 30 unnammed textures that i cant find. This does give me a starting point though, Thanks!
my textures still look like poop lol. All my big objects, like walls and stuff are sharp and look good, but small things are incredibly blurry no matter what I try. Every game I play, you can see good detail from hella far away, in my scene, you can't even make out the textures from what would be like 20 feet away lol. It only looks (kind of) like it's suppose to when i take a high res screenshot with the multiplier on like 7. Any idea what I'm doing wrong?
Hi! I have a problem I don't export so many textures and when I want to modify one the others are automatically changed to low resolution, can you help me?
Hey Eanglard, if I use 8k textures and set max resolution in engine to 512, will it use 40 megabytes if I package or it will package as 512 resolution texture and use 1 megabyte??
Hello, thanks for your video. Do you have any idea how to optimize textures in open world maps? Making sure the texture is not rendered at 2k or 4k when its far away from the camera for exemple ? I tried to import 4k texture for a road and my laptop didnt handle it, it crashed because of video memory. (though i have a GTX 1070 8GB)
Hi, MIP Maps are automatically applied under the hood. It means when the object occupies less screen space it will select the right size for it automatically. What you could try is to reduce the max LOD that your texture has (currently LOD 0 means 4k) you can try LOD1 (which means 2k will be the max res it can have, even at a close distance)
Unsure, but i would bet it does. From my experience, LODs have a huge impact on performance, they are often overlooked because the Engine can handle huge amounts of triangles, but as your scene gets more complex it can become very heavy.
It's one of the ways, this one is quite important because eventually you will run out of texture memory if you keep adding textures. The classic "Texture streaming pool" warning will eventually pop up
I've got a playlist of all the official performance-related videos by Epic ru-vid.com/group/PLwRFk4d6VcKZLgc061x8XBBi55wA_xNu2 I'll be updating now with community-created videos after I've vetted them, this vid will make the list
Thats a good question, i dont know if there is a way but here is an alternative: go to windows explorer in your textures folder and organize them by size, the heaviest ones will be higher resolution.
yes, but it all depends on the distance from the camera. If you have control of the camera in third person then you would want to test the resolution with the camera closer to the material If you don't (i.e isometric) then you would want to test it from a far