This section contains settings related to resource streaming.
|Render Budget||Render budget value, which limits the number of loaded/created graphics resources during a frame according to loading/creation time. Budget value is measured seconds.|
Create at World Loading
|Shaders||Enables compilation of all shaders used in the loaded world on start-up.
This option compiles and loads all shaders to RAM every time the world is loaded, which results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible. In this case necessary shaders are loaded from cache to RAM on demand.
|Meshes||Enables loading all meshes used in the loaded world on start-up. This option insures against any lags on mesh loading at run time, but increases world loading time.
This option doesn't force loading of meshes of ObjectMeshStatic, ObjectMeshClutter and ObjectMeshCluster.
|Textures||Enables loading all textures used in the loaded world on start-up. This option insures against any lags on textures loading at run time, but increases world loading time.|
|Meshes Memory||Cache memory limit for meshes, in percentage of the total GPU memory.|
|Textures Memory||Cache memory limit for textures, in percentage of the total GPU memory.|
Last update: 2018-08-10