You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
However, I wasn't able to get this to work, I noticed that when I save my options for a different build config the changes are written to the YYP file, but when I save the project, swap to Default and swap back - the fields are reset to their values from the Default config.
Even worse, trying to run the project with a non-Default build config results in the Default options being used.
Reproduced in HYPERVIOLENT (indev Beta version) and YoYoGames's own https://github.com/YoYoGames/GM-GPUTextureCompression demo project.
Setting GPU texture compression options in the Default config only will work (reproduced in DREAMOUT for Switch), but this is very suboptimal if the game has many large texture groups.
This is blocking my progress on some console ports as this is one of the things I wanted to use to optimize RAM usage.
Steps To Reproduce
Load the project
Choose any build config that isn't Default (for example BC7 on Windows)
Open Tools > Texture Groups and observe that the fields are still kept from the Default config in the group "Inspector"
Try to run the project and observe that the compiler is still trying to use the formats from the Default config
Observe the issue
Which version of GameMaker are you reporting this issue for?
IDE v2024.1300.0.743 Runtime v2024.1300.0.753
Which operating system(s) are you seeing the problem on?
YYDan
changed the title
Build Configs can't be used to change GPU texture compression options
Configurations: GPU Texture Compression options are not saved or compiled correctly for any config other than "Default"
Mar 6, 2025
Description
As per discussion in the GameMaker Enterprise Discord server https://discord.com/channels/1226899065053122600/1226899066194231308/1339296608923418805 to use different GPU texture compression formats on different targets, one must use build configurations to set this up correctly for each texture group format.
However, I wasn't able to get this to work, I noticed that when I save my options for a different build config the changes are written to the YYP file, but when I save the project, swap to Default and swap back - the fields are reset to their values from the Default config.
Even worse, trying to run the project with a non-Default build config results in the Default options being used.
Reproduced in HYPERVIOLENT (indev Beta version) and YoYoGames's own https://github.com/YoYoGames/GM-GPUTextureCompression demo project.
Setting GPU texture compression options in the Default config only will work (reproduced in DREAMOUT for Switch), but this is very suboptimal if the game has many large texture groups.
This is blocking my progress on some console ports as this is one of the things I wanted to use to optimize RAM usage.
Steps To Reproduce
Which version of GameMaker are you reporting this issue for?
IDE v2024.1300.0.743 Runtime v2024.1300.0.753
Which operating system(s) are you seeing the problem on?
Windows 10.0.19045.0
Which platform(s) are you seeing the problem on?
PlayStation 4, PlayStation 5, Windows
60ab750d-0635-4181-8509-dbc7de14d47f
The text was updated successfully, but these errors were encountered: