o3de-multiplayersample
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AssetProcessor crash when texture files > 1GB
Describe the bug I had to remove these from my local build as they would crash my Asset Processor due to their size 1GB in all.
Canyon-barren/cb_height_gs32.exr Canyon-barren/cb_macro_color.png Canyon-barren/cb_normalmap.png Canyon-barren/cb_rock_splatmap.png
Note: Made a clone of this for O3DE/O3DE (https://github.com/o3de/o3de/issues/15244) because MPS may solve this by removing or reducing these textures, but AP should not crash.
Expected behavior Maybe these files can be optimized for lower end machines?
Actual behavior My Computer Specs: Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz 3.60 GHz 16.0GB RAM NVIDIA Geforce RTX 2080 Ti
Assets required Added above.
Found in Branch Stabilization
Desktop/Device (please complete the following information):
- Device: PC
- OS: Windows
- Version 11
- CPU Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz 3.60 GHz
- GPUNVIDIA Geforce RTX 2080 Ti
- Memory 16GB
AP_error_logs.zip Log Files.
The primary cause is 4k textures from kitbash. We could be using 1k textures instead, which will help the performance as well.
We could also solve with a feature from Atom renderer to dynamically change the texture quality, such as configuring various mipmaps, etc.
Related changes involve providing setreg for streaming texture pools size and fixing mipmap generation for certain texture types (emissive etc)
See https://github.com/o3de/o3de/pull/15469 and https://github.com/o3de/o3de/pull/15468
Plans to add in UX settings to control basic graphic settings are being discussed.
Right now there is not a path to limit memory usage when converting assets in AssetPipeline so large assets will cause still cause issues. This part is split to: https://github.com/o3de/o3de/issues/15244 as its a core O3DE issue