Hey I’m trying Async load additive to bring scenes into my scene in the background. The problem is I’m still getting a pretty bad hiccup even when I run it as a compile. Is there something I’m missing?
-Thanks
Hey I’m trying Async load additive to bring scenes into my scene in the background. The problem is I’m still getting a pretty bad hiccup even when I run it as a compile. Is there something I’m missing?
-Thanks
Too much content in likely. Loading in the background does not help with the fact that the textures when first getting into view need to be uploaded to the VRAM which is blocking so you want to limit the number of textures and their size and compress them (-> optimize for streaming)
So you can’t load texture resources asynchronously. I don’t care how slow it is, just want to avoid hiccups.
They are loaded async into RAM. What is causing the hickup is the binding from RAM into VRAM, which takes a flexible amount of time depending on the gpu speed and left bandwidth and required bandwidth (ie how much bytedata does the texture have which depends on its size and usage of hw compression)
Thanks a lot for your response. The resource is a 1k exr light map. Maybe I should break the maps into smaller pieces and load them in a staggered way.
1k exr is the same as 2k ARGB or 4k DXT1, keep that in mind.
Splitting can indeed help if you optimize your environment for streaming instead of chunk loading.