Using the QualitySettings.masterTextureLimit we can determine the max mip level for every texture in the game at once. I have two very closely related questions.
My first question is this: Is there a difference in quality between masterTextureLimit 0 and masterTextureLimit 1?
I notice a slight jostling of pixels when I scrub between the two levels in the editor, but while in-game, switching between 0 and 1 appears to have no effect.
Also, it appears that the masterTextureLimit doesn’t carry over across scenes. If I set it in one scene, the next loaded screen uses the old default. Is this a bug, or is it by intent that we make sure in each new scene to manually re-apply the user’s chosen masterTextureLimit? (I’m trying to stay away from using Quality presets so that the user has more powerful control over their performance.)
Thanks!