I’m looking at a project that would potentially have 390 mb of compressed DXT5 textures in a single map.
Now, onscreen, there would only be like 64 mb textures max.
I am just wondering, how does unity handle textures stored in memory?
Will unity dynamically read in and read out textures from the GFX memory based on whats needed? Can it do this well? The areas in which different textures will be used are going to be fairly sectioned off from one another. So it will not constantly be needing to read in and out texture data, just when the character enters a new room.
Will this work smoothly? Or will there be some serious issues if the game is ran on a 128 mb video card?