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Texture memory management on terrain
I have a terrain for an RTS type game which will require lots of hi-res textures, but only few of them will be visible at a moment in time. I would like to know whether I have to implement my own texture memory management, or whether Unity is smart enough to free the video memory from textures not currently being displayed in order to replace them by new ones to be displayed.
The idea is to have the geometry of the terrain relatively low, and compensate by using hi-res textures, so user actually sees a hi-res terrain. So basically the terrain will be tiled with hi-res textures. Or maybe you'd have a better option to suggest?
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