assets should be kept on CPU by default#11212
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alice-i-cecile merged 1 commit intobevyengine:mainfrom Jan 5, 2024
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I think this is a less surprising behavior. The performance gains are huge from doing this, but it's extremely surprising to beginners and very breaking. |
alice-i-cecile
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JMS55
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I hate to do this, but fair enough :(
maximetinu
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# Objective - Since bevyengine#10520, assets are unloaded from RAM by default. This breaks a number of scenario: - using `load_folder` - loading a gltf, then going through its mesh to transform them / compute a collider / ... - any assets/subassets scenario should be `Keep` as you can't know what the user will do with the assets - android suspension, where GPU memory is unloaded - Alternative to bevyengine#11202 ## Solution - Keep assets on CPU memory by default
maximetinu
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Feb 12, 2024
# Objective - Since bevyengine#10520, assets are unloaded from RAM by default. This breaks a number of scenario: - using `load_folder` - loading a gltf, then going through its mesh to transform them / compute a collider / ... - any assets/subassets scenario should be `Keep` as you can't know what the user will do with the assets - android suspension, where GPU memory is unloaded - Alternative to bevyengine#11202 ## Solution - Keep assets on CPU memory by default
maximetinu
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Feb 12, 2024
# Objective - Since bevyengine#10520, assets are unloaded from RAM by default. This breaks a number of scenario: - using `load_folder` - loading a gltf, then going through its mesh to transform them / compute a collider / ... - any assets/subassets scenario should be `Keep` as you can't know what the user will do with the assets - android suspension, where GPU memory is unloaded - Alternative to bevyengine#11202 ## Solution - Keep assets on CPU memory by default
maximetinu
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Feb 12, 2024
# Objective - Since bevyengine#10520, assets are unloaded from RAM by default. This breaks a number of scenario: - using `load_folder` - loading a gltf, then going through its mesh to transform them / compute a collider / ... - any assets/subassets scenario should be `Keep` as you can't know what the user will do with the assets - android suspension, where GPU memory is unloaded - Alternative to bevyengine#11202 ## Solution - Keep assets on CPU memory by default
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Objective
Since Unload render assets from RAM #10520, assets are unloaded from RAM by default. This breaks a number of scenario:
load_folderKeepas you can't know what the user will do with the assetsAlternative to texture atlas example: mark each loaded image as CPU persistent #11202
Solution