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

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In this video I talk about the very common "texture streaming pool over budget" problem you will encounter in Unreal Engine 5 and how to fix it, but also understand what caused the problem. We look at what the texture streaming system is, how to get useful data and know what size to give your streaming pool. Then, we look at a good way to optimize your scene and edit your texture resolutions easily to improve the editor's performance !

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RESOURCES

console commands
r.Streaming.PoolSize XXXX (your value in Mb)
stat streaming

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TIMESTAMPS

00:00 - Intro
00:23 - What is texture streaming?
01:29 - Quick fix
01:43 - Optimize your project
03:59 - Additional tip

#UE5 #3d #unrealengine
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finally, a video that actually explains what and why to do it instead of the r.streaming code which doesnt actually resolve your problem, it just makes it go away for a while

RiverFox_YT
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i have one question if i render the scene then the quality will automatically increase or we have to change it again manually

fimldxi
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man... i wish all tutorials could be as usefull and straight to the point as this one. THANKS!

Alvaro-wdji
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The best tutorial on Unreal Engine texture streaming by far.
Other videos on this topic had a lack of explanation or only applied the band-aid technique of console commands. Thanks Valerian for creating this video and properly explaining.

CataleptiCat
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Thanks, this helped me a lot!

Hey guys if you get the window in grey when use the "bulk edit via property matrix", just click on "Grid" and "Display". That maybe delay like 5 seg before turn White.

AlvaroBrainhole
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Thank you! Just to clarify, we must put '=' before the pool size, like this: r.Streaming.PoolSize=XXXX.

Stvan
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This is by far the most comprehensive video on the Streaming Pool matter on YT. Also, it actually deals with solving the issue rather than covering dirt under the rug by making the SPool bigger. One question - you mention basic maps such as Diffuse/Base Colour, Normal and Roughness - what about the other maps which come when uploading assets with materials? i.e. Albedo, AO, Displacement etc - should these also be made 512? many thanks!

andreeailiescu
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Thank you a lot, I went from 12k mem usage to max 5k, really useful, short and to the point.

neekogaming
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I'm a Unity dev switching to Unreal, and this is exactly what I was looking for, but it's way easier to do in Unreal (if you know how). Greatly appreciated.

richardrothkugel
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thanks so much for this great info. I felt totally overwhelmed how to deal with texture sizes and was thinking about how I would resize them one by one manually and so on. Feeling better now that I know how to handle it efficiently :)

nick
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FINALLY,
not a jocke, i watched over 20 videos on the subject and Dude, are perople really that devided now a days, theres many ignorats out there thinking they know stuff, how sad is that, can we start prioratizing humbleness over power people, but like yesterday
Valeran ur the Man, Man
Thanik you for this

psychokilla
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Nicely done! On point and more informative than the documention for those of us not getting paid by the hour.

theothergameygamer
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Thanks, you fixed my problem with animation. Before it needs 112GB (8K ) & now only 34GB ( 2& 4K ) . I don't see any difference in quality between frames But UE doesn't crash anymore . Cheers 🍻🍻

PirateWasHere
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This is what I was looking for and much more. Perfect!

ygreq
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What a great explanation! Thank you for this. You are a good tutor!

diliupg
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Okay, but the texture sizes can be defined within the quality settings per platform and by setting the quality configurations accordingly: Low, Medium, High, Epic. Defining the sizes there without having to touch the texture compression settings directly in the files, as this is the least recommended option to solve the problem. From what I understand, when starting, the editor can run with 1GB of space for textures, but over time, this space gets exhausted and is not released. Is there any other performance setting that we are not considering?

GerardoGeovia
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Hey, it keeps freezing when changing the maximum texture size, is there a way to fix this?

robotkgamer
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I play ark on a 4090 in 4k and the ground textures pop in when i turn rapidly or go to a new area, will increasing pool size improve that?

dragonclubracing
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Thanks for the video. I have a question... in my statistics I cant seem to find a solution becuase I've optimized almost all of my textures in the level. The problem is when I go to the 'stat streaming' command I notice that 'StreamingPool', NonStreamingMips, and required pool are each at approximately 3000MB. I remain over my pool size unless i change r.streaming.poolsize to 6500 MB... but that is too much since Im using a RTX 2070 Super with 8GB VRAM. Any Ideas whats causing this huge usage? Thanks for the help!

TmothyTee
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Excellente vidéo! I'm certain this as helped a lot of people, as it did for me.
Still have a follow-up question though: when checking stat.streaming, the streaming pool is still using 100% of the allocated memory (in my case, 1200g). Is this a sign of additionnal optimization needed, or is increase the streaming pool is a viable a solution? If so, how much is too much? Even setting it to uncapped yields 100% usage

mikeheck