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Texture Streaming vs RAM memory

Discussion in 'General Graphics' started by fdsagizi2, Oct 18, 2018.

  1. fdsagizi2

    fdsagizi2

    Joined:
    Nov 4, 2013
    Posts:
    70
    Hi unity team! We now use Texture Streaming for our project - work really nice!

    I want ask about RAM memory, not GPU memory.

    When game start, unity not load textures from DISK, when textures became close - unity read texture from DISK to RAM, and move to GPU. ok...

    When texture become far, unity remove that texture from GPU.

    but:

    Unity will cache all loaded mip maps in RAM after read from DISK,
    or it will be remove they from RAM too - when texture become far?
     
    Zergling103 likes this.
  2. fdsagizi2

    fdsagizi2

    Joined:
    Nov 4, 2013
    Posts:
    70
  3. Lesnikus5

    Lesnikus5

    Joined:
    May 20, 2016
    Posts:
    131
    It interests me as well. Will RAM be freed?
     
  4. Zergling103

    Zergling103

    Joined:
    Aug 16, 2011
    Posts:
    392
    Same, this is vital information.
     
    Aleks976 likes this.
  5. jonaskhalil

    jonaskhalil

    Unity Technologies

    Joined:
    Apr 6, 2019
    Posts:
    30
    Hey, two things come to mind when reading your question:
    1. Mipmap streaming is aimed at GPU memory savings
    2. If the read/write flag is set, we keep the (full) mip chain in memory; if the flag is not set, we do not keep a CPU copy around (the data only lives on the GPU)
     
    Zergling103 likes this.