SpiderPig Posted April 25 Share Posted April 25 How do games mange the texture resolution that's used in game? In the options menu you sometimes have the ability to change the texture detail from Low to High. I guess all it's doing is using a different resolution per setting. For example; LOW 512x512 MEDIUM 1024x1024 HIGH 2048x2048 ULTRA 4096x4096 I'm wondering if it's possible for everything to have 4K textures, but maybe on game load / restart you could remove the higher resolution mip-maps via code depending on the setting? Surely they can't have 4 copies of each texture, that'd be an insane hard drive guzzler. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 25 Share Posted April 25 This is currently not a supported feature, but I am not opposed to adding it. It will just require a little extra care because Ultra has a lot more options when it comes to image handling. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 25 Author Share Posted April 25 That would be good. Something like Texture::RemoveMipMap() maybe? Would also be cool if you didn't have to restart the game for it to take effect. You would probably need access to a list of materials to loop through... maybe. Or maybe the user should add there materials to their own list so they can identify what textures should be changed and what shouldn't be. Quote Link to comment Share on other sites More sharing options...
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