Texture Streaming Pool over budget ? ✅ Complete GUIDE for Unreal Engine 5

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hey everyone if you're working on a project right now you might have seen this red message in the corner at some point you also might have searched for a solution and were told to increase the texture streaming pool size how do you deal with this and why today I will help you understand more about texture streaming how to fix the streaming pool issues and optimize your projects to avoid this problem in the first place so what is texture streaming according to the documentation the texture streaming system is the part of the engine responsible for increasing and decreasing the resolution of each texture this is in part done with mips or bipaps but our pre-calculated sequences of images for your texture resolutions you can figure these like lods for your textures if you aren't familiar with lods there are basically copies of 3D objects with different complexity and detail lod0 is the most detailed version of your mesh with the biggest amount of triangles lod1 is a bit less detailed allowed it to even less Etc mid maps are the same thing with textures but go from a high res to low res they are created automatically when you import the texture the engine then displays the estimated best mid map depending on what the camera is seeing and its distance to the objects this is why you may see the message but the texture swimming pool is over budget because the engine is asking for more vram to display the correct texture resolutions so how do you increase the size of your texture swimming pool you can type a console command but I will put in the description so you can copy it by default the pool size is one gigabyte you can increase it by entering a size in megabytes like 2000. OK you got rid of the message for now but if you close and reopen your project you will have to do the comment again also if you push the size too far you will get vram issues because your GPU is overloaded now let's get a deeper understanding and learn to optimize your textures a little bit you can show some interesting stats with the command stat streaming this will display a detailed view of the different bars of the texture streaming system as you move in your level the values will update and you can get a good look at exactly how big the streaming pool should be for your scene you can also get very interesting data on your textures using the texture stats take a good look at the data we will come back to it after we optimize our textures if you use Mega scans assets there's a good chance a lot of them are in 8k or 4K which is probably not necessary I will now show you a good way to easily manage all your textures at once so you can adapt them to your needs in the content browser of your project filter by texture then Ctrl a to select all of them [Music] then right click asset actions bulk edits via property metrics this is where you can easily edit all your Textures in the panel on the right go to compression the parameter we are looking for is maximum texture size you can type any size in pixel you want to limit your textures to for best practice and performance always use power of two sizes like 5 12 10 24 2048 and so on another tip here is to limit the sizes depending on what the texture is used for usually all your objects will come with free textures diffuse roughness and normal if you are all at 8K after importing you can reduce the diffuse to 2K to roughness to 512 and the normal to 1024 this is just an example but in this way you keep good details for the colors and shape of the objects but you can fine tune this to each object for even better results we can go back to the texture stats and start streaming data to see how much our scene has changed and adapt the streaming pool size to what it needs after optimizing now if you want to avoid having to enter the console command every time you open your project we need to edit a file in your project folder go to the folder where your project is located then go to config the file we need to edit is default engine before making any changes make sure you make a backup just in case in the engine renderer settings part copy and paste the same console commands we used in the editor you will find it in the description save the file and you're good to go I hope you have a better understanding of the very common streaming pool size issue you can look at your scene data and adapt your Textures in full size to get better performance when working [Music] if you have any questions please leave a comment below and if the video was useful please give it a like to help more people with this issue and don't forget to subscribe if you don't want to miss the next guide see you soon [Music]
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Channel: VLRN | Valerian
Views: 42,751
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Keywords: unreal engine, cinematics
Id: _2sY0i1nDUg
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Length: 4min 58sec (298 seconds)
Published: Thu Apr 27 2023
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