-
Notifications
You must be signed in to change notification settings - Fork 12
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
feat: fetch asset bundle textures for scenes #3280
Conversation
Windows and Mac build successfull in Unity Cloud! You can find a link to the downloadable artifact below. |
Signed-off-by: Juan Ignacio Molteni <[email protected]>
Question: when the asset bundle process compresses textures, does it force a maximum texture size? like max 512x512? If so that could be problematic in some scenes that might see a visible degradation, text in an AI image could turn illegible in some cases. And creators would have no way to anticipate that change until the scene is in production. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
✔️ PR reviewed and approved by QA following instructions. Might seem on the evidence that the textures are a little lower but it's due to the recording quality.
Regressions for this ticket had been performed in order to verify that the normal flow is working as expected:
- Log In/Log Out
- Backpack and wearables in world
- Emotes in world and in backpack
- Teleport with map/coordinates/Jump In
- Chat and multiplayer
- Profile card
- Camera
- Skybox
- Settings
(Let me know if it needs re-testing due to Nico's comment)
07.02.2025_17.04.35_REC.mp4
@anicalbano it's hard to tell w the video quality, but the images on the museum in the ship-shaped building on the North of Genesis Plaza, those looked alright? they didn't lose significant quality? |
@nearnshaw you are correct Nico, textures resolutions are resized at a max of 512. We can definitely revisit if necessary. Besides the obvious file size reasons, I guess that the decision was taken considering the docs recomendations. Keep in mind that this PR solves enconding as well. Si even if we decide to increase the resolution limit, the enconding will help us in memory savings as well. As they Will be BC7 and not the On the other hand, we could also resize in local development, to make the result look the same before they are even assets bundles. |
Hey @nearnshaw! Just to let you know, before we merge this, we have discussed with Aga that we could test and increase the texture cap size to 1024. Using GP as reference, we saw an increase of only 40MB in memory. So, its worth the try |
Signed-off-by: Juan Ignacio Molteni <[email protected]>
Signed-off-by: Juan Ignacio Molteni <[email protected]>
Signed-off-by: Juan Ignacio Molteni <[email protected]>
Signed-off-by: Juan Ignacio Molteni <[email protected]>
What does this PR change?
Low hanging fruit that we could use for memory savings. The
ABConverter
already converts textures, so we could get those directly to get the compressed versions of themUsing this image as reference
With AB (BC7 compression, 342KB in memory):
![image](https://private-user-images.githubusercontent.com/1999557/411049980-ca9628b8-0893-4b46-97fb-5b734c106fa6.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk5MzEzMjEsIm5iZiI6MTczOTkzMTAyMSwicGF0aCI6Ii8xOTk5NTU3LzQxMTA0OTk4MC1jYTk2MjhiOC0wODkzLTRiNDYtOTdmYi01YjczNGMxMDZmYTYucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI1MDIxOSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNTAyMTlUMDIxMDIxWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9Mjc1NTc0MjdjMjVjZDU1ZjBiNjdiMjVkZmI3NGIyNDJjMDg4NTAyZGJiMWI3NWQ2NTI1NThiZDc2NjM1YmY2NiZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QifQ.arPfDU0jMrPBir-_vzpaLBQoArmv4xzOzYjmi7lS_Kw)
Without (ARGB32 compression, 1.3MB in memory):
![image](https://private-user-images.githubusercontent.com/1999557/411049640-9c56908f-3341-4c73-ba14-5aa07d9c9255.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk5MzEzMjEsIm5iZiI6MTczOTkzMTAyMSwicGF0aCI6Ii8xOTk5NTU3LzQxMTA0OTY0MC05YzU2OTA4Zi0zMzQxLTRjNzMtYmExNC01YWEwN2Q5YzkyNTUucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI1MDIxOSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNTAyMTlUMDIxMDIxWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9NzJiM2ZmMjQ3OTdjNTMwY2U4ZDI5ZjM1OWQ1MDk4YzNjNmI5ZDc2ZTllMGRkMDZiYTQwY2NlYmQ2M2Y0OWJjNyZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QifQ.3M3zo2rEaOjNDjTrxvExRubq88drbzDFrWMfSklvwh4)
Other examples:
Since the ABs are already compressed, make sense to use them when possible
How to test the changes?
Our Code Review Standards
https://github.com/decentraland/unity-renderer/blob/master/docs/code-review-standards.md