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Revert "Disable VRAM compression by default for small textures in Detect 3D" #62245

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reduz
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@reduz reduz commented Jun 20, 2022

Reverts #62023

@reduz reduz marked this pull request as ready for review June 20, 2022 13:30
@reduz reduz requested review from a team as code owners June 20, 2022 13:30
@Calinou Calinou added this to the 4.0 milestone Jun 20, 2022
@Zireael07
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Zireael07 commented Jun 20, 2022

IMHO this shouldn't be reverted, just limited to desktop platforms only. (I often disabled VRAM compressed altogether for reasons of look and I never had performance problems for that reason, not even on ancient Radeon 6300M years back)

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reduz commented Jun 20, 2022

There really is no point for it, I understand it can be useful for some games, but it will break other games and have performance limitations on older PCs and mobile, as well as higher loading times (decompression). It's better to handle this as a project template.

@reduz reduz merged commit 9719243 into master Jun 20, 2022
@akien-mga akien-mga deleted the revert-62023-detect-3d-small-textures-no-vram-compress branch June 20, 2022 14:13
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reduz commented Jun 20, 2022

@Zireael07 The problem is that the reads are just slower, maybe reading a single texture will do no difference but if you are doing Albedo + Normal + ORM + Emission as an example for an uncompressed texture, it just adds up (its literally 8x times more memory bandwidth, so 8x times slower if you are bottlenecked). If you are doing rendering on GLES3 which will likely not have depth prepass, again the reads add up.

Having this on by default when not needed is a problem and a bad design decision from our part. It's better to make a proper game template (option when creating a project) for games that need this type of look rather than adding potential invisible bottlenecks for games that don't need it.

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3 participants