Mode – Determines how the resolution and size of textures are handled to optimize memory usage. Full-size – Textures are loaded at their original size. Resize – Adjusts the size of high-resolution textures to a smaller resolution to optimize render performance. Compressed – Textures are loaded with compression to decrease GPU memory consumption. This texture mode sacrifices some texture quality to make the texture smaller (roughly ~75% reduction in memory usage). As a result, you need much less memory for textures enabling renders of bigger scenes. Not all textures are compressed using this option and exceptions are made based on the bitmap usage: - If a bitmap is used for both normal/bump and color maps, as compression for normal maps is generally not good for color maps, and vice versa;
- Bitmaps used for displacement;
- Bitmaps used for lens effects.
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Max Size – Specifies the resolution to which textures are resized when Mode is set to Resize. Format – The amount of bits per channel used to store the material texture information into memory. This does not affect textures used for lights and displacement. 8-bit – 8 bits of data used per color channel. Half – 16 bits of data used per color channel. Float – 32 bits of data used per color channel. Use System Memory for Textures – Lowers GPU memory usage significantly by offloading textures to system memory with little impact on performance. |