DX11 Texture Caching

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.

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

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.

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