Memory reports are correctly giving me indications (via Texture memory Cube) that I have a large number of large cubemaps in my level. My problem is that I cannot find any way to get any other stats (asset name, lod/mip, memory, etc) about the cubemaps that are being used in the scene. Neither Memoryreport, ListTextures, nor ListStreamingTextures are even providing me with a list of cubemap assets in the scene. If I call InvestigateTexture with a known cubemap asset in the scene, no information is provided. How does one get more runtime stats on cubemaps in a scene?
Additionally, are cubemaps mip-mapped in the traditional sense - do they only load into video memory those mips that are actually being used? Do they use mips based on distance or based on reflection/roughness of the shader?
Based on the Texture memory Cube data, it really feels like the entire texture (all mips included) is being loaded into video memory.
Please advise.
Thanks,