Is it possible to provide texture streaming function after the Unity3D 2021 version? I think it is very important. It is very important for the majority of display cards with only 8GB 10GB 12GB
In addition, can VRchat provide a profile interface or connect it in other ways? In the current EAC situation, it is impossible to make an accurate profile without trying to crack it and try to find out the cause of the problem.
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In VRAM, it can be roughly classified into frame buffer + shader buffer + texture map overhead
At present, the large-capacity world is almost unavoidable, and it will take up 2-3GB of VRAM. For 6-8GB of VRAM, it is almost difficult to play.
For a single eye above 2k, 4x will consume 1GB, and even 8x anti-aliasing will require 2GB
A large number of meshes take up hundreds of MB to GB of buffers in the world (because the material and a large number of independent meshes, not the mesh itself)
Allow me to overlook some things such as mesh, although mesh can also take up hundreds of MB but Unity3D currently has no easy streaming function.
Currently, more than 90% of the VRAM content buffer comes from textures, and the remaining 5~10% comes from mesh.
The above ratios do not include the framebuffer and its ancillary buffers and buffers utilized by shaders.
Some avatars consume quite a lot of VRAM, for example, from 200~300MB or even up to 1.5GB or even 2.5GB
However, there are very few textures that really need to be loaded into VRAM. In Unity3D, only 6464~512512 or 20482048 is needed in the mipmap in Unity3D for detection and reproduction in a texture as large as 40964096.
And according to the skinned mesh and its active material slot in the FOV, we will need an additional 4~5MB or even 15~20MB
Why do we have to pay huge RAM and VRAM overhead for so many barely used textures?