I dont understand this:
"For the final product version use Meshes (if possible) with no software versions (MeshBase) using Converter tool, or Mesh::delBase() method in custom tool, keeping only GPU version's (MeshRender) - (smaller file size, loads faster)"
So what should we do? Make some custom function which will cut meshbase from all meshes just before build? We have cca 3000 meshes in project, so any "hand work" is out of question.
And one more question, why arent mipmaps and textures generated in dxt3/dxt5 automatically during import to material editor, because it is target anyway? I see no point of storing texture in other formats, since this gives the best ferformance and visual quality is same.
Just make there check box generate mip maps + store in dxt3/5...
Conversion tool is realy nice, but using it more often generates extra workload. I am thinking from point of view of large project, we have cca 4000 textures and half minute saved on each texture means lots of saved days
I think, that all these conversions for better performance should be done automatically during import, or during build. No reason to do it by hand using extra tool.
If that wiki is outdated and this already happens, you can ignore this.