Hi, I'm currently developing a game in UE5, as the number of assets grows, new and unique textures also grows. I'm wondering if Virtual texture streaming will improve (decrease) VRAM use. Reading the documentation, and googling my question, I found little to no information at all about the benefits (real world examples) of…
it brings extreme texture memory savings, only the necessary tiles of a texture can be loaded - and loaded a very particular mip level needed. it has nominal effect on gpu performance, its main downside is cpu overhead - which is relatively minimal and extremely scalable. virtual textures are specifically designed to…
I guess there's a couple of other fairly important things to know 1: using SVTs (you can bake them from the RVT volume) is a very effective way of reducing the amount of resources required at runtime- they are static so will not include any runtime edits to the RVT and are used in place of the lower mips of the RVT (try 5…