Is it possible to utilize Texture Streaming and Mipmap Streaming with Texture Array assets?
More specifically, if I have a bunch of Texture2D objects which do support Mipmap Streaming, am I able to turn them into a Texture Array at runtime where they still support Mipmap Streaming? Or would creating a Texture Array at runtime wipe out all the previous Texture2D settings?
Bumping this. I work with a project that has potentially multiple gigabytes of textures and is utilizing texture arrays to save on draw calls. We could really use the ability to stream mipmaps inside of Texture Array assets.
Hi! I’m using texture array to join some textures into one material. I would like to know if the texture array is supporting mipmaps since I cannot see it through mipmap debugging in the scene editor ( all my custom shaders appear in blue color, only unity standard shader shows the mipmaps).
Hello, any update on this feature? I desperately need texture arrays with mipmap streaming. I can kind of hacking by creating lower res texture arrays for mip levels manually, but doing so is not memory friendly a lot more hacky code.
Hi everyone, we are not actively working on mipmap streaming for texture arrays unfortunately. We’ll discuss it in our next planning meeting this week. However, we are working on Streaming Virtual Texturing . Instead of putting the textures into an array you could put them into a huge atlas and stream them with SVT. It might not make sense for all use cases though. SVT is available from Unity 2020.1 with HDRP 9-preview (not URP or built-in). You can watch a Unite presentation on SVT here.
I’d really love to see some more mobile support for these kinds of things. The hardware is indeed there. Games on the Xbox 360 used virtual texturing. Any plans to bring this to built in RP?
Hey there ! Just wanted to know wether this is something we might be able to get still ? I am working with standalone VR Headsets and Texture Arrays are an amazing tool to consolidate draw calls. Texture Atlases are just very inconvenient for tileable textures, while texture arrays can do it all. But i’d be happy to have some additional memory bandwidth improvements by using texture streaming.
I might be wrong but SVT will probably be a bit much for something like the Oculus Quest 1, right?
I think Texture Arrays are highly underrated and used mostly by people who experience very tough performance constraints by the choice of their target platform. Even though they could be a very useful optimization tool for any platform out there, and i really wished they would be better supported and documented by unity.
Hi! We are planning on improving some aspects of Mipmap streaming soon. Texture Array support is on our backlog, but unfortunately, in the short term, these improvements will probably not involve adding support for these arrays.
In general, we are actively trying to improve support and documentation for Texture Arrays. I appreciate your input. We will take this into consideration with future planning.
Any updates on this? Is there a way for the community to vote for this feature?
Texture arrays with MipMap Streaming would be a killer feature for those of us that work on lower end hardware and especially standalone VR headsets.