Reducing texture file size
The larger a given texture file, the more GPU memory bandwidth will be consumed, pushing the texture when it is needed. If the total memory pushed per second exceeds the graphics card's total memory bandwidth, then we will have a bottleneck, as the GPU must wait for all textures to be uploaded before the next rendering pass can begin. Smaller textures are naturally easier to push through the pipeline than larger textures, so we will need to find a good middle ground between high quality and performance.
A simple test to find out whether we're bottlenecked in memory bandwidth is to reduce the resolution of our game's largest and most abundant texture files and relaunch the scene. If the frame rate suddenly improves, ...
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