so if it doesn't arrive in time, it's going to stall.
But I don't worry about this happening on PC, much larger reality on console with the shared memory pool.
Once again, not sure if this will apply to UE5.
Some fo what we saw out there and the 'discrepancies' people are identifying might be the RVT system here.
You should watch this video here on RVT.
Combine this with SVT, and you can sort of see how the geometry might be dividing.
You can use a hybrid RVT with SVT together to mitigate each others sort of drawbacks.
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Streaming Virtual Texture Build
When an RVT covers a large world with many Actors, rendering to the low resolution mips of the RVT can be a slow operation.
Also, in this scenario, world Actors need to be permanently resident to be available to render to low mips that represent distant parts of the world, which can be expensive for memory.
In this situation, it's more efficient to bake and stream the low resolution mips of an RVT. The higher resolution mips can still be rendered at runtime. In this way, a single virtual texture can make the best use of both
Streaming Virtual Texturing and Runtime Virtual Texturing approaches.
Enabling SVT with RVT
- To add streaming virtual texture support to an RVT, set the number of low mips that you would like to stream.
- In the RVT Asset, set the number of low mips that you would like to stream with the Number of low mips to stream to the virtual texture property.