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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-05-12 20:23:44 -0400 |
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-05-12 20:23:44 -0400 |
| commit | 82db4943e011fc65e9a0b87990abb49b898a7782 (patch) | |
| tree | c7a16b81c6d681db2277cc95b875968206cb0509 /scripts/code_tools/modified_strings.py | |
| parent | 5d5c74c27f7354dba499acb3534c64a9a7fa3dc7 (diff) | |
Rework texture streaming and tracking.
This is a big one:
- Reworks the discard signal almost entirely. Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state. Shaped by VRAM pressure.
- Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip
count.
- Terrain texture LOD now works. Useful for 2K textures and PBR on terrain. Based upon camera distance to nearest terrain patch.
- New texture quality setting. Low/Medium/High/Ultra
- Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around. Makes distance based texture LOD work a lot more predictably.
- We now track last bind state for textures, and discard accordingly. We progressively discard based upon last bind time.
- Avatar textures get a residency boost to stay loaded in VRAM longer under pressure.
Diffstat (limited to 'scripts/code_tools/modified_strings.py')
0 files changed, 0 insertions, 0 deletions
