Texture Streaming in Unreal
Posted: 07 Jan 2025, 15:51
Hi, in our Unreal project, Im trying to implement pause menu containing world map. This world map is represented as 2D Texture. To save memory resources, Unreal comes with Virtual Texture streaming, so huge textures can be used and only focused area is loaded in greater detail. There is also option for simple texture streaming. I wanted to ask, does Noesis support some of those features or what would be the preferred direction to implement such thing? Does Noesis have some own custom logic to tackle this?
I have 8k world map texture, but I dont want it to have it always loaded in memory, only when the pause menu is opened. The texture is set to streamed, it has 14 mips, but it does not increases the quality as I zoom the image. I have canvas of size lets say 8K and then I have Image in it (apart from other elements) with the same size. Source of the image is bound to UTexture2D property. When zooming, I update scale of the canvas.
Thanks for any help!
I have 8k world map texture, but I dont want it to have it always loaded in memory, only when the pause menu is opened. The texture is set to streamed, it has 14 mips, but it does not increases the quality as I zoom the image. I have canvas of size lets say 8K and then I have Image in it (apart from other elements) with the same size. Source of the image is bound to UTexture2D property. When zooming, I update scale of the canvas.
Thanks for any help!