Hi I was wondering if there is a way to make this possible. I have a game with many high quality textures that need to all be loaded at once. It requires a lot of memory and looks great for 64 bit machines. However, for 32 bit machines I hit the memory limit of the OS and the game crashes. I’ve reduced memory where possible and introduce streaming where possible but still hit the upper limit. 32 bit machines definitely cannot take advantage of these higher quality textures so a player has to decrease the quality settings. Even when doing so it still crashes because I believe it creates mipmaps meaning the large texture is initially still in memory. Being I am building these builds out separately I was wondering if there is a way to set the max texture sizes not only per target platform but for architecture as well. Maybe a custom build script of some sort hooking into AssetPostProcessor? Dropping 32 bit support is not an option because we have many players with older PCs.
bump. Any ideas?