How does one get the most out of texture streaming settings?

There isn’t much useful information on configuring the texture streaming settings.

Nothing on best practices and such for PC and/or mobile. For me I just kinda winged it and it turned out OK. But there’s a lot of layers to it. Texture streaming orders for different files, etc.

Is there a reccomended source for the settings? Or do you have advice or rules to follow? Like trying to avoid visible texture load in and such. Or providing some of these options as user settings for future proofing.

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Hi!

Unfortunately, we don’t have an dedicated how-to on how to use Mipmap streaming at the moment. The manual (Unity - Manual: The Mipmap Streaming system) best describes how to set up Mipmap streaming. The streaming system decides automatically when to load specific textures, or you explicitly requests textures to load, or a combination of both. It uses the object bounds along with camera position, screen size and the mesh uv density to calculate the resolution the texture needs to be on screen. And will use this information to determine how many mips are needed for that texture. It will then load (or unload) texture mips to constrain the GPU memory usage to the texture budget you provide. The system was set up to be mostly automatic. Our suggestion is to start playing with the memory budget, which textures to enable for streaming and which not, and use the debugging features to identify problems such as incompatible shaders (Unity - Manual: The Mipmap Streaming system), meanwhile keeping an eye out on memory usage in the Profiler. Ideally, you use texture streaming on textures that are not in constant use. It works best on higher resolution textures that are not rendered using the highest quality all the time