Version: Unity 6.4 (6000.4)
Language : English
Sparse Textures
Streaming Virtual Texturing requirements and compatibility

Streaming Virtual Texturing

This feature is experimental and not ready for production use. The feature and documentation might be changed or removed in the future.

Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you have many high resolution textures in your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. It splits textures into tiles, and progressively uploads these tiles to GPU memory when they are needed.

SVT lets you set a fixed memory cost. For full texture quality, the required GPU cache size depends mostly on the frame resolution, and not the number or resolution of textures in the Scene. The more high resolution textures you have in your Scene, the more GPU memory you can save with SVT.

The workflow requires no additional import time, no additional build step, and no additional streaming files. You work with regular Unity Textures in the Unity Editor.

Topic Description
Streaming Virtual Texturing requirements and compatibility System requirements and render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
compatibility for Streaming Virtual Texturing.
How Streaming Virtual Texturing works Understand how the system divides textures into tiles and streams them into GPU memory.
Enabling Streaming Virtual Texturing in your project Enable Virtual Texturing in the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary
to begin using the feature.
Using Streaming Virtual Texturing in Shader Graph Stream textures in custom shadersA program that runs on the GPU. More info
See in Glossary
using the Virtual Texture Property and Sample Virtual Texture node.
Cache Management for Virtual Texturing Configure CPU and GPU cache sizes to manage memory usage and prevent cache thrashing.
Marking textures as “Virtual Texturing Only” Optimize memory and loading times by marking textures exclusively for Virtual Texturing.
Virtual Texturing error material Diagnose validation errors that cause materials to render with a purple and blue checkerboard pattern.
Virtual Texturing Profiler module Analyze virtual texturing performance and memory usage using the Profiler window.

Additional resources

Sparse Textures
Streaming Virtual Texturing requirements and compatibility