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xrRender: It's now possible to not duplicate textures in RAM (all renders) #585
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…ders) - experimental, off by default. Thnx to iOrange for idea and help. Added new console command "texture_disable_managed" and new launch key "-nomanagedtex".
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Looks well, but personally I'm against adding an additional console command. Or are there some use cases I don't know about?
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We can completely remove -no_staging
key and make a new console command r__no_texture_staging
that will only apply after vid_restart
For new checkbox in game options (i use it in my fork).
Should i rename console command like this?
Currently, you need to restart the entire game. I see no profit to bind this to vid_restart, but it's actually may be possible. Still it's just make things more complicated and bugged. |
Update is here |
Updated again |
Experimental, off by default. Can be moved to game options.
Thnx to iOrange for idea and help.
Added new console command "texture_disable_managed" and new launch key "-nomanagedtex". Both do the same thing.
OpenGL already have such behavior by default.
In vanila engine almost every texture is duplicated to RAM.
It's has point for DX9 since vid_restart require to reload every texture. But for DX10+ it's not needed.
Currently the only drawback i see - R1\R2 on vid_restart require to reload all active textures from HDD. Still it takes ~3 seconds for SSD.
With not vanila gamedata (additional textures) i got RAM usage drop:
R1\R2: from 1.3 GB to 800 Mb (32-bit)
R3\R4: from 2.2 GB to 650-900 Mb (32-bit)
Not tested for Release build. But should be fine.