Adds support for letting assets define some template points as unused, allowing for reducing layer sizes without active points outside of it (which would cause UV coordinates smaller than 0 or larger than 1 and subsequently graphical glitches).
Also adds summary of loaded texture sizes to the Graphics tab (even if it is an estimate, it was shown to be quite precise).
Changelog
Platform changes:
- Quite a few major optimizations altogether reducing Pandora's memory and VRAM usage by roughly 4 times
- Automatic detection of empty areas in textures
- Automatic removal of texture areas that wouldn't be rendered anyway
- Automatic trimming of room device textures not to contain empty padding
- More fine-grained meshes allowing for greater savings using the above methods
Example effects of the above changes in our testing room:
- Using "Full" texture quality (4K):
- Before: ~750 MiB
- After: ~175 MiB
- Using "50%" texture quality (FullHD):
- Before: ~200 MiB
- After: ~40 MiB
Checklist
[x] The change has been tested locally
[x] Added documentation to the new code and updated existing documentation where needed
References
None
About The Pull Request
Adds support for letting assets define some template points as unused, allowing for reducing layer sizes without active points outside of it (which would cause UV coordinates smaller than 0 or larger than 1 and subsequently graphical glitches). Also adds summary of loaded texture sizes to the Graphics tab (even if it is an estimate, it was shown to be quite precise).
Changelog
Checklist