Clarity regarding material swaps and new performance rank
fluffy ΘωΘ
Until recently I was under the impression that material swaps are the preferred way of having many different color themes for an avatar, as my assumption was that only the materials that are actively bound to a material slot would be persistent in VRAM. The recent changes to performance rank that reflects the VRAM used by
all
available textures gives me the indication instead that all materials are loaded and stay persistent, which is obviously not great for performance.Is there some reason why unused materials are not being unloaded, and if they are being unloaded (or at least are unpinned by Unity’s resource manager), would it make sense to change the performance rank accounting to only look at the largest materials that are ever bound to any given material slot?
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