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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-05-27 20:37:50 -0400 |
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-05-27 20:37:50 -0400 |
| commit | 0a1690418f1ce6b66635bafe3f8dfecda69c9f8c (patch) | |
| tree | 9272d6c07e3fe0cb1160461451a6e5113e36ae40 /indra/newview/app_settings/settings.xml | |
| parent | 1f65fa87c71c6e94fed74281e37bb4c7468cf0e8 (diff) | |
Some additional texture streaming tweaks - more intelligently discard rather than assuming 1x1 is where we need to be at 1
Diffstat (limited to 'indra/newview/app_settings/settings.xml')
| -rw-r--r-- | indra/newview/app_settings/settings.xml | 24 |
1 files changed, 23 insertions, 1 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 38de81a51f..e4f5f0b6d4 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8060,7 +8060,7 @@ <key>RenderTextureQuality</key> <map> <key>Comment</key> - <string>Texture quality preset: 0=Low, 1=Medium, 2=High, 3=Ultra. Drives RenderMaxTextureResolution, the four TextureChannel* exponents, and TextureDistanceDiscardPower.</string> + <string>Texture quality preset: 0=Low, 1=Medium, 2=High, 3=Ultra. Drives RenderMaxTextureResolution, the four TextureChannel* exponents, TextureDistanceDiscardPower, and TextureScreenSizeOversample.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -12147,6 +12147,28 @@ <key>Value</key> <real>1.0</real> </map> + <key>TextureScreenSizeOversample</key> + <map> + <key>Comment</key> + <string>Texels per screen pixel kept by the per-texture pixel-area discard cap. 1.0 = 1:1 with on-screen contribution; higher = sharper distant textures, more VRAM. Driven by RenderTextureQuality.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.5</real> + </map> + <key>TextureScreenSizeOversampleUnderPressure</key> + <map> + <key>Comment</key> + <string>Floor that TextureScreenSizeOversample collapses toward as the pressure multiplier walks up. Pinned to this value above TextureMemoryHighWaterMark. Lower = allow distant textures to drop below their on-screen contribution under pressure.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> <key>TextureStalenessIntervalSeconds</key> <map> <key>Comment</key> |
