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2026-06-11 07:06:29 UTC
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Connor Cadellin on Nostr: nprofile1q…n5y0h technical artist who specialises in mats & shaders here- i see ...

technical artist who specialises in mats & shaders here- i see others have already talked about DXT1 so I won't repeat them. You're probably fine.

Texture channel packing is your other useful trick if you've not touched it yet.

The current Unreal trick is virtual texturing, which cuts up all textures into 128 x 128 chunks and streams them in only at desired scale- so at a sharp angle say only the close bit is actually loaded at full res. I dont think thats in Godot yet however.