| ▲ | wmf 5 days ago |
| I don't think this is true when you count texture uploads. Loading 8 GB of textures over the network would take a while. |
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| ▲ | 10000truths 5 days ago | parent [-] |
| Only once, then subsequent references to the texture(s) would be done via descriptor. Most game engines will preload large assets like textures before rendering a scene. |
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| ▲ | duskwuff 4 days ago | parent [-] | | That really depends on the game. Loading every texture in advance isn't practical for all games - many newer "open world" games will stream textures to the GPU as needed based on the player's location and what they're doing. Also, modern game textures are a lot of data. | | |
| ▲ | 10000truths 4 days ago | parent [-] | | True, on-demand loading/unloading of large textures still needs to be handled. Video streaming handles congestion by sacrificing fidelity to reduce bitrate. A similar approach could be taken with textures by downsampling them (or, better yet, streaming them with a compression codec that supports progressive decoding). |
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