Content Pipeline vs. Runtime Loading for Large Textures on Memory‑Constrained MonoGame Projects
Goal: Minimize peak memory usage when loading large textures (e.g., 2048×2048 PNG) in a MonoGame title targeting devices with limited RAM. Constraint: The Content Pipeline pre‑processes assets into .xnb files, which increases build time and project size due to duplicated binary data, while runtime loading via Texture2D.FromStream avoids the build step but re