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The merge measures each custom map's own meshes, every level of detail of every MeshSet in its level bundles, into Mods/.reskate/reskate-map-meshes.json. A custom map's mesh streaming pool is the game's 520 MB and half as much again as those meshes, at most half the video memory free (as before): most maps have 25 to 70 MB of meshes and reserved 1 to 2 GB for them. When the map needs more than the card has room for, Mesh.GlobalLodScale goes from the quality preset's 1.25 or 1.5 to 1, so coarser levels take over nearer; the game's value comes back for the next map that fits. A map's world textures (texture group Worlds_*) flagged to stream that keep every mip with the bundle, as an older Studio built them (404 MB of PQS Cordoba's), are made to stream as the game's own do: the bundle keeps the mip tail from a 64 KB block, both first-mip fields of the header and the chunk record say so, and the sharper mips stream from the chunk the map's TOC lists in full. Only in a map's own level bundles (Studio keeps cosmetics whole; changing those left a load at Starting server), and only for chunks whose guid marks them compressed (the streamer reads any other as raw pixels and copied past what it read).