I hope that was comprehensible and you guys can help me out here. I will try to provide a generic project, but thats rather problematic as well because i dont really want to give out firebase access. But that means i’ve got a huge amount of data loaded into VRam (~4,5 gb) at any given time, which will be problematic for many devices. The only way i could get rid of this lag is by dowloading all the textures and setting all the Materials before activating the LOD scripts on each of my models. The Problem i’m facing is that everytime i come close to one of those objects and the new materials including the downloaded textures are distributed on the mesh instances and are rendered for the first time there is a huge lag in the scene. The models themselves have LODs, they only need their textures when the camera is close to them as all other Levels of Detail look (more or less) the same. If players encounter an Operator or Weapon that uses a high-resolution texture, it will be streamed to the PCs cache as. This feature was developed to reduce the games overall package size by removing certain textures rarely used or encountered by players. These Textures (about 5 per clone) are stored in a firebase storage and downloaded at runtime. On PC, the November 2020 update introduces Texture Streaming. I’ve got a scene with about 150 cloned models that are rather complex and i want to set individual textures to each of them. I’m new to javascript and Pla圜anvas and - working on a pretty complicated Project - came across a problem i don’t know how to solve:
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