Bug: Game crashes while building 8096x8096 and 16384x16384 sized cubemaps.
Describe the bug
When running the "buildcubemaps" console command with 8k and 16k cubemaps the game crashes while building them. The screenshot I have attached is the error message that occurs when trying to build the 16k cubemap. There is no error message when trying to build the 8k cubemap - the game just crashes.
PC Specs: CPU: Intel i9 9900K GPU: RTX 4080 RAM: 64gbs 3600Mhz CL16
Issue Map
N/A (Any map with 8k or 16k cubemaps and you go to build them.)
To Reproduce
- Place a cubemap inside the map.
- Set the "Cubemap Size" field to 14 or 15.
- Compile and run the map.
- Run the command "buildcubemaps".
Operating System
Windows 11 Build 22621.1992
We will probably limit cubemap size and fix this crash. Anything over 1k is insane lol
I agree xD, the limit I think should be 2K. 2K could be useful on really reflective objects like mirrors. Although 4K doesn't crash, lot's of 4k cubemaps in a level would probably inflate file sizes by a decent amount, and theres practically no visible difference between 2k and 4k cubemaps, at least at 1080p. If theres a way tho, I think there should be a way to re-enable the larger sizes and put a warning on them saying something like, this will probably crash when built, as it might just be that pc's aren't powerful enough to handle the larger sizes at the moment (I could and probably am wrong tho lol)
when they're being built, cubemaps render to a RBGA32F render target. That means mip0 is:
- ~17GB for 32k
- ~4GB for 16k
- ~1GB for 8k
- ~268MB for 4k
16k and below aren't that insane actually, most GPUs have 6GB+ VRAM, modern GPUs have upwards of 20GB. That being said, 32k x 32k is the max texture size for most hardware.
I'm not sure by how much BC6H reduces the resulting VTF size.
DX11 limit for 2D textures and cubemaps is 16k x 16k, see docs. Unless you use more advanced feature, like tiled resources. BC6H reduces vtf size to 1/8 of RGBA16F vtf with same resolution.