even with significant optimization 2 gb is not nearly enough for our vision and it works just fine on the local version.
Last time i checked, you were using around 1.7 gb for models and textures, the most significant cut being the textures themself. Now you are using 2048x2048 textures for models which most of the time dont even fill half the screens resolution, and im guessing your using the same size for normals, spectrals and emissive maps too. That is rather wasteful and over the top.
And if something works right now or will work in the future are two different things.
Youre working on an Engine that is subjected to the 32bit memory limit, aka 4gb. On average it already uses up around 0,9gb just to run a game, with larger maps, large battles, and the more unique stuff is on screen, that number will increase. Ive had peaks of around 2.5gb in major multi species battles in vanilla, especially in close up views.
Now in a future version of new horizons with even more models, it could be very likely that you will cause out of memory issues just by quantity.
So as harsh as it may sound, you may have to adapt your vision to the limitations of the engine youve choosen to work with.
Just to make it a short list, optimization will do the following:
Pros:
1: Prevent future memory space issues.
2: Allow you to work with the current workshop limits.
3: Allow players with les powerful machines to enjoy your mod.
4: Reduce load times.
5: Reduce load stuttering.
Cons:
1: Slightly reduce quality on very close zoom levels.
2: Force some extra work on your Artists.
That's a very good point, we were being very inefficient with certain assets. Thanks for the feedback - and for now - a solution!
No problem, im curious to see were new horizons journey will lead it.
