By editing textures.ini to include: EnableVT = 1 VTPageSize = 128
[TextureStreaming] ; General memory pool in kilobytes (KB) MemoryPoolSize = 524288 ; How many frames to wait before loading high-res versions FadeInDelay = 5 ; Force textures to stay loaded even off-screen LockedTextures = 0 [TexturePool] ; Categories of textures and their VRAM budget WorldTextures = 262144 CharacterTextures = 131072 EffectTextures = 65536 UITextures = 8192 textures.ini
The game crashes on launch with EXCEPTION_ACCESS_VIOLATION . Diagnosis: You allocated more VRAM than physically exists. The engine tried to write memory at an address that doesn't exist. Revert MemoryPoolSize to its original value. By editing textures
Next time you see a texture pop-in from low-res to high-res, don't just complain about "bad optimization." Navigate to your config folder, open textures.ini , and fix it yourself. The pixels are waiting for your command. Revert MemoryPoolSize to its original value
One such file stands out as the gatekeeper of pixel fidelity, memory management, and texture streaming: .
[Compression] DefaultFormat = DXT5 NormalMapFormat = BC5 AlphaCutout = DXT1