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When setting Texture Quality, what is loaded at runtime?
Setting Texture Quality to Half Res or Quater Res results in the game using mip level 1 or 2 rather than 0. But what is actually loaded into memory when this texture setting is enabled? Are all mip levels loaded and then only the lower ones used or does Unity only load the mip levels needed?
If the Quality Setting is changed at runtime, I assume the higher level mips are not reloaded/unloaded (depending on whether you set the quality higher or lower) but what about textures that are loaded after the runtime change - do they respect the new Quality Setting value?
I've investigated the memory usage in XCode with different level settings enabled and while there is a drop in memory usage when Texture Quality is set to half, it's not as much as I expected - which may mean it's loading more data than needed or my estimations are off.
Thanks
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