It can most likely be done with custom mip maps of the texture and swapping meshes but… there are probably more low hanging fruit that can be optimized instead? ![]()
Maybe an additional optimization step using custom mips could be to lower the framerate to save a little bit more memory, but that depends on if you can tell Unreal Engine to disregard MipLevels on texture load to skip mips above level X - not sure about that ![]()
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