![]() ![]() Ideally Unity would be able to do things like this in sweeps on a background thread- so bring in all textures as fast as possible as a first pass, then go up a mip or two and do a second pass. Could a texture have an "do not resize" flag? That would fix that issue both here and for my current use cases as well. (This is, btw, one of my main issues with all of unity's texture scale settings, and why I never use them - there are issues with MicroSplat that happen if the user sets the project to half res textures and try's to pack the texture array- it ends up having one less mip with white in the last mip map). The problem with setting a max texture size it is may kill LUT tables, and break all kinds of things that use them and expect them to contain exactly sized data. I like the "force fast compressor" option idea, as it only effects quality. Is Build Settings a good place where to put these settings in?ģ. Does the above sound like a useful thing to have?Ģ. For some formats (ASTC, BC7 etc.) it's 5x-10x faster at doing the compression, at some expense of image quality.ġ. The "Force Fast Compressor" above is where textures are still compressed (so they take the same amount of memory, load time, GPU performance), but sets the compressor itself to use "fast" compression mode, where it spends less effort trying to compress the texture. ![]() Some of this is somewhat similar to already existing "Compress Assets on Import" editor preference, that basically does the same as "Force Uncompressed" above (i.e. Like this:īy default it would not change any behavior, but within the overrides you can pick, for example: Question: What if there was some easy way to globally (per-user, not affecting version-controlled import settings) to reduce imported texture resolution and/or turn off lengthy texture compression?Ī hypothetical place where this could be placed is, say, within the Build Settings window itself. If someone is a programmer investigating some physics bug, or an audio designer, or someone working on character controller, they probably don't care about exact look of the textures. My theory is that there are cases during production, where it's basically "I don't care if textures look slightly wrong or don't match the final look". We've been spending some time doing general optimizations for texture imports in 2021.x versions (see this thread), but here's another idea that would be good to get feedback on. Hi! So, importing textures often takes "forever" in a decent size project. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |