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opti: contextual load for textures #5044

@NickKhalow

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@NickKhalow

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

Image Image

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
Image

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

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