Why does streaming pool go to 0 when reducing texture quality?
For some reason when I reduce sr.texturequality slightly, the texture streaming pool 0's out, causing all textures to get really blurry.
A screenshot might describe the problem correctly. Below is a screenshot which shows all the streaming stat metrics showing correctly.
When I reduce sr.TextureQuality to anything < 3 then the stats go to 0 (when it shouldn't)
This is having an adverse effect where the texture get super blocky/blurry when I reduce the scalability settings from EPIC (sr.TextureQuality 3) to HIGH (sr.TextureQuality 2)
What could be causing this?
asked Mar 19 '19 at 04:07 PM in Blueprint Scripting
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