This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Textures Optimization

Textures are often the most frequently used and the most memory-consuming assets. Big projects with a huge number of assets have to face the optimization stage to improve performance and have acceptable FPS.

An overview of the project's bottlenecks is given by Performance Profiler. By using the Rendering Performance Profiler, you can estimate the amount of video memory consumed by textures.

The output of Rendering Profiler.

Adjust the global Textures Settings to quickly choose the desired Quality or Maximum Resolution of all textures in the project and thus decrease the video memory consumption. Mipmaps of lower resolution are used for rendering textures of lower quality.

Asynchronous Streaming#

Asynchronous Data Streaming of graphic resources ensures smooth loading of textures without spikes and other impacts on performance at first moments of run time. Make sure it is enabled for your worlds with a massive number of textures that certainly do not fit into video memory.

To make sure the video memory budget is not exceeded, the Memory Limits control freeing unnecessary resources. The corresponding memory limit for textures is available in the Rendering Profiler as the Textures Limit value. Please note that this setting is just a recommendation for the engine, and the specified memory limit can be exceeded if textures are required to render the current frame.

Setting a low memory limit for textures is not reasonable as, in this case, textures will be constantly reloaded from the disk storage, affecting the performance.

Texture Cache used for rendering when full-size textures are being loaded also occupies video memory. Although it usually takes very little space, consider lowering the resolution and, therefore, the size of cached textures to gain more free memory.

Texture Formats#

You can control each texture asset in its Import Parameters.

It is usually inappropriate to use textures with the Unchanged option enabled unless it has the *.dds or *.texture format itself or compression may affect the color data a lot (like with custom hdri textures).

It is crucial to use the correct Texture Preset for every texture, depending on its applicability. Thus, you ensure to use only needed channels and apply a proper compression algorithm. If the list does not provide a required preset, you can select the Custom option and choose the needed options.

You can also manually select the desired resolution of the texture in the Import Options.

Texture Profiler#

To clearly understand which assets can be optimized or deleted, Texture Profiler is used. Using this tool, you can see how much memory every texture used in the project takes, easily find it in Asset Browser, and delete or resize it.

To open the Texture Profiler window, choose Tools -> Texture Profiler on the Menu Bar of UnigineEditor. By using the Location switch, you can choose to inspect the textures either from the entire video memory all only the ones displayed in the Editor viewport at the moment.

Texture Profiler allows sorting by path, extension, occupied RAM or Video Memory size, format, or resolution.

Last update: 2021-12-13
Build: ()