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2-mediumAffects secondary features or support features; doesn’t block main flows.Affects secondary features or support features; doesn’t block main flows.optimizationSomething isn't optimal. Lets optimize it!Something isn't optimal. Lets optimize it!
Description
Currently we hold many textures that are used only in certain places and are staled in memory most of their lieftimes: loading screen, camera grid, pad-lock sprite (small sprite takes 7 mb btw) and e.t.c, it could save ~100 Mb with ease
Solution: load required texture in memory when they are needed and offload them respectively
Preview texture is another good candidate to shrink at least by half:
- disable depth buffer since it's UI
- R32G32B32A32_SFloat, instead of it we may consider lighter formats with/out HRD support
- mipmaps can be disabled - we need only one size of texture

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2-mediumAffects secondary features or support features; doesn’t block main flows.Affects secondary features or support features; doesn’t block main flows.optimizationSomething isn't optimal. Lets optimize it!Something isn't optimal. Lets optimize it!
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