Attached to this message is two screenshots. The first is when I use a box as an asset for the “Visionary” entity.
The second screenshot is when I use a mesh model (as it’s associated material and textures) as an asset for the “Visionary” entity. Notice now all assets of the 3d model for the “Visionary” entity is preloaded, that is, enabled)
My question is why is the VRAM under the ‘texture asset’ showing a small addition added to it. I would expect the addition of 13.3 MB of VRAM added to use case #1 (texture asset VRAM 19.4MB )
What’s going on?
Although you may think that I would be happy with such a small increase in VRAM memory usage, I actually am dissapointed because I originally had the mesh model as the asset in my game and wanted to further reduce the VRAM usage. Originally I wanted to see what would happen if I removed the mesh model and texture from loading in my game, expecting at least the 13.3MB VRAM decrease. I was surprised to see only a couple MB in VRAM reduced.
A better understanding of texture assets would bring clarity to my optimizations of this game. Please advise.