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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2026-05-27 20:37:50 -0400
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2026-05-27 20:37:50 -0400
commit0a1690418f1ce6b66635bafe3f8dfecda69c9f8c (patch)
tree9272d6c07e3fe0cb1160461451a6e5113e36ae40 /indra/newview/app_settings/settings.xml
parent1f65fa87c71c6e94fed74281e37bb4c7468cf0e8 (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.xml24
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>