I think that's what I was trying to say in the first place but I am not into nitpicking over semantics. What concerns me a little with this is when it comes to build you may run into the 2GB memory limit unawares using this setting as default in your levels.
You might not be able to build at higher texture resolutions when it runs fine at lower in the editor...surprise.
I would rather see a player change these settings when loading the game to suit their system specs, I am not so sure it helps me with development of a game except to ease the burden on memory when designing, but it's not going to help when building......something like that.
Still, I might be wrong as it could still be storing the full texture resolution in memory and only displaying at a lower, if so then it's not really much of an fps gain (it might on some really low end integrated cards) and nor is it stopping anything reaching a memory limit, so why is it deafult?
I think it is good that they are trying to accommodate lower spec systems but for default then mid range would be best and these systems should handle full texture resolution just fine. It's the shaders that most systems struggle with.
It's not always necessary to use a full res Normal and Specular, in fact most wouldn't notice at all, so might be an idea to reduce these and leave diffuse untouched if it's to save memory or only to gain a few fps on low end systems. In fact I reckon that's a no brainer with adjustable shader settings as it is now.
A funny thing happened on the way to the forum...