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Streaming

This section contains settings related to resource streaming.

Streaming settings

Streaming Settings
Max Threads The
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.
Notice
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)

Shaders#

Compile Mode The compilation mode for shaders that are used in the loaded world. The following modes are available:
  • Async - asynchronous shaders compilation.
  • Force - forced compilation of shaders required for each frame at ones.
Option #1 is selected by default (see above).
Console access: render_shaders_compile_mode (API control)

Budgets#

Loading The
Console access: render_streaming_budget_loading (API control)
Textures Destroy The
Console access: render_streaming_budget_destroy_textures (API control)
Meshes Destroy The
Console access: render_streaming_budget_destroy_meshes (API control)
Notice
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:
  • Async - asynchronous loading of textures.
  • Force - force-loading of textures required for each frame at ones.
Option #1 is selected by default (see above).
Console access: render_streaming_textures_mode (API control)
Memory Limit The
Console access: render_streaming_textures_memory_limit (API control)
Life Time The
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:
  • Async - asynchronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.
Option #1 is selected by default (see above).
Console access: render_streaming_meshes_mode_vram (API control)
Memory Limit The
Console access: render_streaming_meshes_limit_vram (API control)
Life Time The
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:
  • Async - asychronous loading of meshes.
  • Force - force-loading of meshes required for the current frame at once.
  • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.
Option #1 is selected by default (see above).
Console access: render_streaming_meshes_mode_ram (API control)
Memory Limit The
Console access: render_streaming_meshes_limit_ram (API control)
Life Time The
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:
  • Disable - loading is disabled.
  • Radius - meshes within the prefetch radius are loaded.
  • Full - all meshes with the Collision flag are loaded.
This method should be used when the Async streaming mode for meshes is set. Option #1 is selected by default (see above).
Console access: render_streaming_meshes_prefetch_collision (API control)
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:
  • Disable - loading is disabled.
  • Radius - all meshes within the prefetch radius are loaded.
  • Full - all meshes with the Intersection flag are loaded.
This method should be used when the Async streaming mode for meshes is set. Option #1 is selected by default (see above).
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)
Last update: 2024-06-10
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