DX11 Texture Caching


#1

I have several very large file textures onto which I want to apply some texture effects once on startup. What would be the smartest way to do this without processing the textures over and over again? I tried rendering them to a temptarget and disabling the temptarget after on frame, but that doesn’t seem to help performance very much.


#2

This case needs some testing to tell you correct way.
I’ve would write the result to dds and use that instead…


#3

You could try setting the patch with the processing in to evaluate=0 this should keep the output texture but not process inside the subpatch.