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It might be worth going through the game directory either way to see if there is anything unneeded in there. If you have multiple maps, deleting the compiled versions of the unused ones can save a lot of space and prevent the wrong map from loading.
You should probably also delete the _bakedresourcecache and _vrad3 directories, since the content should be automatically added to the map file, and the workshop tools seeem to upload them even though they aren't needed.
it tells me i have 6k assets or is it 25? i click on each on a list and see if has 0 in right bottom (as in screenshot) then i find it in folder and delete? but almost each time i click on anything in asset browser it crashes hole thing.... i tried not using asset browser cos of that..
Does it crash when selecting your own assets? You seem to have a lot of asset types filtered out.
Looks like steam makes textures a lot bigger, is there some way to keep their size down while compiled for map?
My ~14mb jpg texture files are turned into ~44mb vtex_c's.
If you are using PBR materials with a lot of texture maps, it might be a good idea to take a look at the Compiled Textures tab in the materials editor to see how the textures get packed. Some options like High Quality Gloss will do things like separate the gloss map from the normal map, leading to more files.
Also about picmip 0 resolution, is that the lowres used when object is x distance away? How far away does that start in steamvr and does it make any filesize difference to change that slider or this is more of a optimization for rendering performance while used?