Streaming
This section contains settings related to resource streaming.
Streaming Settings
First Frames Force |
The number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up. Range of values: [0, INT_MAX]. The default value is 60. Console access: render_streaming_first_frames_force (API control) |
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Max Threads |
The maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources. Range of values: [1, 256]. The default value is 1. Console access: render_streaming_max_threads (API control) |
Particles Memory Limit |
The cache memory limit for vertices of particle systems, in percentage of the total GPU memory. Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them. Range of values: [0, 100]. The default value is 3. Console access: render_streaming_particles_memory_limit (API control) |
Preload at World Loading#
Shaders |
The value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand. Console access: render_shaders_preload (API control) |
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Budgets#
Loading |
The time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed. Range of values: [0.0f, inf]. The default value is 1.0f. Console access: render_streaming_budget_loading (API control) |
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Textures Destroy |
The time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed. Range of values: [0.0f, inf]. The default value is 0.1f. Console access: render_streaming_budget_destroy_textures (API control) |
Meshes Destroy |
The time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed. Range of values: [0.0f, inf]. The default value is 0.1f. Console access: render_streaming_budget_destroy_meshes (API control) |
The graphic resources are regularly checked for being modified in order to be reloaded or deleted.
Textures#
Streaming Mode |
The streaming mode for textures. The following modes are available:
Console access: render_streaming_textures_mode (API control) |
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Cache Resolution |
The resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded. One of the following values:
Console access: render_streaming_textures_cache_resolution (API control) |
Memory Limit |
The cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded. Range of values: [0, 100]. The default value is 65. Console access: render_streaming_textures_memory_limit (API control) |
Life Time |
The lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded. Range of values: [1, 60]. The default value is 4. Console access: render_streaming_textures_life_time (API control) |
Meshes GPU#
Streaming Mode |
The streaming mode for loading meshes to video memory (VRAM). The following modes are available:
Console access: render_streaming_meshes_mode_vram (API control) |
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Memory Limit |
The memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded. Range of values: [0, 100]. The default value is 4. Console access: render_streaming_meshes_limit_vram (API control) |
Life Time |
The lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded. Range of values: [0, 60]. The default value is 4. Console access: render_streaming_meshes_life_time_vram (API control) |
Meshes CPU#
Streaming Mode |
The streaming mode for loading meshes to memory (RAM). The following modes are available:
Console access: render_streaming_meshes_mode_ram (API control) |
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Memory Limit |
The memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded. Range of values: [1, 100]. The default value is 5. Console access: render_streaming_meshes_limit_ram (API control) |
Life Time |
The lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded. Range of values: [1, 60]. The default value is 20. Console access: render_streaming_meshes_life_time_ram (API control) |
Prefetch CPU#
Collision Mode |
The mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
Console access: render_streaming_meshes_prefetch_collision (API control) |
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Intersection Mode |
The mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
Console access: render_streaming_meshes_prefetch_intersection (API control) |
Radius |
The radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated. Range of values: [0.0f, inf]. The default value is 0.0f. Console access: render_streaming_meshes_prefetch_radius (API control) |
For OpenGL Only#
The settings below are available for OpenGL API only.
These parameters should be carefully adjusted for each particular case and configuration as they are heavily dependent on hardware and driver used.
Async Buffer | Size of an intermediate buffer (between the CPU and new resource) used for mesh and texture streaming, in Mb. The size of this buffer must be equal to the size of the largest resource (mesh/texture), otherwise in case of a larger resource, the buffer will be resized causing a spike. Be aware, that the size of this intermediate buffer will be added to total memory consumption. |
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Async Buffer Indices | Size of an intermediate buffer, analogous to the Async Buffer above, used for mesh streaming (to store vertex indices of meshes), in Mb. Be aware, that the size of this intermediate buffer will be added to total memory consumption. |
Async Buffer Synchronization | Enable buffer synchronization for transferring data from the streaming thread to the main one. When disabled, both async buffer and async buffer for indices are created anew each time. This reduces the number of buffer synchronizations but increases the number of memory allocations. Sometimes (depending on the hardware/driver used, e.g. when the main thread is affected by sychronization primitives in other threads) memory allocation may be faster than synchronizations, in such cases, when streaming becomes unacceptably slow, it is recommended to disable buffer synchronization. |
Last update:
2023-06-23
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