Unity Platform

Streaming Virtual Texturing (SVT)

Apr 2, 2025
Planned
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Summary

Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you have many high-resolution textures in your Scene. It splits textures into tiles and progressively uploads them to GPU memory when needed.

Intended Outcome/Use Case

SVT lets you set a fixed memory cost. The required GPU cache size depends mainly on the frame resolution and not the number or resolution of textures in the Scene for full texture quality. The more high-resolution textures you have in your Scene, the more GPU memory you can save with SVT. This allows you to utilize higher quality textures and set up your Scenes more densely based on the visual requirements of your Scenes.

SVT will be supported through Scriptable Render Pipelines, Universal Render Pipeline, and High Definition Render Pipeline. Asset Bundles support will also be available for SVT to allow runtime patching of your content.

A preview version of SVT is currently available for HDRP. Please see our Feedback Wanted: Streaming Virtual Texturing forum post and Unity SVT documentation for more details.

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