Unity please read this

Hello, im working on a game and the scene is pretty heavy like 4gb for the texture, i saw the problem many and many times thats mean texture broken on 4gb above size build, the problem have been for like 6 years now and your only answer is assetbundle, with HDRP, raytracing… (bigger texture bigger build size), isnt time to i dont know may be adding a built in way to make more than 4gb build without having to"hack" ?

Its like i dont know, a car constructor who telling, yes guys, we did it, we made bigger and faster car but you can run only 1mile with it, other than take a petrol truck with you to do more miles, yeah !

Hoping having a good answer on this.

https://discussions.unity.com/t/645929
https://discussions.unity.com/t/645662 ?_ga=2.21218235.168133216.1571139252-1711344860.1559558885

I saw

Isnt this possible now in 2019 ? Sill not possible ?

Thanks
Regards

Just break your textures down into different resources so they’re not hitting the 32 bit file size limit. This is what asset bundles and addressables are for, basically.

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Yeah but having to make them is simply waste of time, why unity dont make a built in way right now ?
and i dont make a thread on asset bundle but on build…
i know what they are but having to make them is just wtf even more in 2019 when you see the problem from many years…

Backwards compatibility is a major aspect of Unity. Karl pointed this out right at the beginning of the first thread you linked.

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-_- in 2019 most of devices are 64bit and backward caompatibility and hdrp, raytracing are not compatible i think ?

Like my grandpa telling it was better before , but no, we have to live with our time … change are here and tomorow as it was yesterday.

Correction. The CPUs are 64-bit. That doesn’t mean the rest of the hardware supports 64-bit. I’d be very surprised if the actual hardware that handles the textures could handle 4GB natively outside of standalone, PlayStation, and Xbox. If anything I would expect the limit to be 32-bit because memory capacities on anything else isn’t that high.

Or add a pure 64bit build setting, i dont know but please, someone that want 32 bit will build in 32 bit

What a ridiculous sentiment. The benefits of things like addressables and asset bundles are more than just this. They also help severely reduce things like load times and the deployment of additional/altered content when you need to issue patches.

It’s hardly a waste of time.

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For me it doesnt make any sense. Claiming 64 and having 32 bit limitations are just anyonning -_-.

Dont change my problem with a pseudo solution …
Asset bundle isnt my problem once more …

Why would i build in 32 bit as im building for pc ? as my game would never run on a 32bit ever

and for ps4 and other 32 bit device no plan at all so …

backward compatibility in 2019, for pc just dont make any sense …

Is just as important as it has always been.

Nahhh i had a 32 bit pc back in 2010, 64 from somes years later and in 2019 even raspberry can run 64 bit

Once again just because the processor is 64-bit doesn’t mean the rest of the hardware is capable of it.

It literally is because you’re ignoring the fact that asset bundles and addressables fix this problem.

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I will wait/hope an answer from unity and not waiting pseudo answer, in clear pc build 64 bit more than 4gb build…
No backward compatibility bullshit … and asset bundle are just hack i dont want to wast times on this ai i still have much to do, If you make a big game this is not your target. do you imagin remaking assetbundle for large scene as asset bundle also have somes problems …

If you have a problem with asset bundles, it’s probably solved by addressables. Don’t blame Unity just because you refuse to use the tools given to you that can solve this problem.

2 Likes

You already quoted the answer from Unity. You didn’t bring up any new questions or problems. What kind of answer do you expect, honestly?
I understand the frustration and the need to vent, but what do you expect form this thread?