• 3D
  • how can i streaming a map?

I think the effect in the picture is a combination of Mipmaps and Anisotropic filtering. You can find the settings for both in the project settings, under the Rendering -> Quality section. Here's a picture of the settings you'll need to change (mine is slightly different than the default because I'm using low-resolution textures)

i'll try this later,but idk if it is what i was trying to say cause, its not a "effect". its a way to save ram just for example: 4 "blocks" with textures, u go in the center n load the 4 textures, now go next to end blocks and will just render the last 2 blocks textures

it will just load the two firsts blocks but its not a quality setting, but in high quality settings or not it will compress the texture load in for example 90% n will load the other texture and will load again when u return.

idk if im explaining the right way, my english isnt perfect lol'

but in a unique example: skyrim when u go to a map or house/dungeon the game load the map but textures are blurred and with the HDD/SSD will loading the textures when u go next to a object or already loaded all the place "just a moment"

but anyway, i'll try, IF it wont work, anyway thx n thx for read! lol' xD

@tomarlo4 said: idk if im explaining the right way, my english isnt perfect lol'

I read over what you wrote, and now I get what you are saying. You want something like lazy loading, right?

I do not think it's possible in Godot by default. In theory you could make a GDNative plugin that utilizes lazy loading, but I have no idea how hard it would be or if it is even possible at all. Lazy loading would be cool though!

humm... searching in godot docs i didnt find any tips for LODs, "streaming" like this as i know, uses lod (level of detail). i never read about "lazy loading", O.o i always thinked that this render system was "stream" (texture, whatever, etc) idk if it have differences but i'll take alook about this starting from now too. anyway thx again

Asset streaming is not currently supported in Godot 3.0, but it will be supported in a future release after 3.1.