Streaming
This section contains settings related to resource streaming.
Max Threads | The Console access: render_streaming_max_threads (API control) |
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Particles Memory Limit | The Console access: render_streaming_particles_memory_limit (API control) |
Shaders#
Compile Mode | The compilation mode for shaders that are used in the loaded world. The following modes are available:
Console access: render_shaders_compile_mode (API control) |
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Budgets#
Loading | The Console access: render_streaming_budget_loading (API control) |
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Textures Destroy | The Console access: render_streaming_budget_destroy_textures (API control) |
Meshes Destroy | The Console access: render_streaming_budget_destroy_meshes (API control) |
Textures#
Streaming Mode | The streaming mode for textures. The following modes are available:
Console access: render_streaming_textures_mode (API control) |
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Memory Limit | The Console access: render_streaming_textures_memory_limit (API control) |
Life Time | The Console access: render_streaming_textures_life_time (API control) |
Meshes GPU#
Streaming Mode | The streaming mode for loading meshes to video memory (VRAM). The following modes are available:
Console access: render_streaming_meshes_mode_vram (API control) |
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Memory Limit | The Console access: render_streaming_meshes_limit_vram (API control) |
Life Time | The Console access: render_streaming_meshes_life_time_vram (API control) |
Meshes CPU#
Streaming Mode | The streaming mode for loading meshes to memory (RAM). The following modes are available:
Console access: render_streaming_meshes_mode_ram (API control) |
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Memory Limit | The Console access: render_streaming_meshes_limit_ram (API control) |
Life Time | The Console access: render_streaming_meshes_life_time_ram (API control) |
Prefetch CPU#
Collision Mode | The mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
Console access: render_streaming_meshes_prefetch_collision (API control) |
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Intersection Mode | The mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
Console access: render_streaming_meshes_prefetch_intersection (API control) |
Radius | The radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated. Range of values: [0.0f, inf]. The default value is : 0.0f. Console access: render_streaming_meshes_prefetch_radius (API control) |
For OpenGL Only#
The settings below are available for OpenGL API only.
Async Buffer |
Size of an intermediate buffer (between the CPU and new resource) used for mesh and texture streaming, in Mb. The size of this buffer must be equal to the size of the largest resource (mesh/texture), otherwise in case of a larger resource, the buffer will be resized causing a spike. Be aware, that the size of this intermediate buffer will be added to total memory consumption. |
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Async Buffer Indices |
Size of an intermediate buffer, analogous to the Async Buffer above, used for mesh streaming (to store vertex indices of meshes), in Mb. Be aware, that the size of this intermediate buffer will be added to total memory consumption. |
Async Buffer Synchronization |
Enable buffer synchronization for transferring data from the streaming thread to the main one. When disabled, both async buffer and async buffer for indices are created anew each time. This reduces the number of buffer synchronizations but increases the number of memory allocations. Sometimes (depending on the hardware/driver used, e.g. when the main thread is affected by sychronization primitives in other threads) memory allocation may be faster than synchronizations, in such cases, when streaming becomes unacceptably slow, it is recommended to disable buffer synchronization. |