Unity Glassix 2 [v0.17.0] [Gaweb Studio]

1.00 star(s) 4 Votes

devil2666

Newbie
Aug 20, 2025
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Not optimized yet. Unity has a texture cruncher but since I want texture to be easily moddable, I don't use it meaning all textures comes full size at the moment. Lots of textures are 4K meaning dozens or hundreds of Mo in GPU all at once even at low graphic settings. Older cards might not be able to handle that much. For example, My GTX 3060 with 16Gb memory runs at about 75% memory usage when playing Glassix and loading one location. That's not really accurate to use only one set up as reference but that already gives an idea of how memory intensive Glassix currently is.

Again, this is due to the number of textures. We have diffuse maps and normal maps coming from Daz at 4K resolution and NPC have lots of different skins, outfits and hair all loading 4k or 2k textures. That quickly fills up the memory.

I have several potential solutions to fix that. Let's take an example. In the university cafeteria, you can have (at the moment) up to ~40 NPCs at once which is massive due to textures current size. So first solution would be to lower the max amount of NPCs displayed at once thus reducing number of texture loaded.

Another solution would be to crunch textures when on low graphics to 1k for example and cache those new textures in specific folders so that once crunched, you don't need to crunch it next time. 2k is ~4 times the size of a 1k texture and 4k is ~16 times the size of a 1k, so shrinking textures could reduce memory usage, albeit at quality cost but that's obviously what quality settings are for. Or I could also release a lower textures pack directly crunched.

Finally, I'm currently caching all textures in memory so that subsequent loads of a same location or NPC are almost instant. Adding a game option to toggle this caching would also reduce memory usage and free space each time a location unloads. Of course, that would come at the cost of longer transition times on lower specs but again, something expected.

So overall, there already are many solutions to fix this issue but it will require time to implement. I'm currently trying to figure out indoors lighting but the Unity asset I use for this is super complex and not behaving like Unity tutorial videos for reasons I don't know, so it'll take some time to fix just this aspect. I'd also like to work on the business and jobs interface first so that players can see jobs will have a fun impact in the game with careers and unique actions unlocked by specific jobs.
i think compressing textures will be 1k and 2k will be good solution.
 
1.00 star(s) 4 Votes