Reddit unreal engine 4
Reduce or reuse your texture channels.Going into detail on what each of these compression settings does is beyond the scope of this post – but you can start by checking out the official documentation here. You’ll need to decide on a case-by-case basis as your texture compression settings will depend highly on how each specific texture is used. A value of zero means the size is uncapped, and Unreal will match the resolution of the source file. Remember to keep this value power of two. You might be surprised at how little quality is lost for such a significant performance gain. Have a close look at your texture maps in the context of your level, and play around with reducing their resolution by half (and then half again if you can). This means there are often 4k textures floating around that would look just as good at a quarter of that size. It’s very common for artists to author textures at up to four times the anticipated use-case resolution as a contingency. Reduce the resolution of your textures via the Maximum Texture Size value in your texture settings.Texture & material optimization is a huge topic that we’re not going to deep dive here (maybe one day), but here are a few quick tips to help you on your way to reducing your texture overhead. If you don’t want to raise the size of the pool to meet the demands of your textures, then you’ll need to reduce the amount of data your textures require. If not, there is always… Option B: Reduce your texture overhead You’ll know it worked on editor restart because there will be a line in the output log marking the change, and you’ll see it reflected in your stat streaming profiler. If you want this change to persist, you’ll need to navigate to your project’s DefaultEngine.ini config file and add r.Streaming.PoolSize=# to the section. It will reset to the default value of 1000 whenever you reopen the editor. Remember, like many config commands entered via the console, altering the size of the pool this way is only temporary. You can check that your change was accepted by using the stat streaming command. You can change the size of your streaming pool in the editor with the following console command, where # is the value you want to set in megabytes. Of course, this is only advisable if your hardware (and your target spec) has the memory to spare.Ĭheck the bottom of this article for a quick and easy method of finding out how large your texture pool needs to be to meet your texture requirements. Simply increase the size of your texture streaming pool to encompass your texture data and you’re all set. The Fix Option A: Increase your texture streaming pool memory allocation By default the size of the texture streaming pool is set to 1000 MB. You can see each pool’s maximum capacity in the far right column of the Memory Counters section. This ensures that the least amount of texture data is loaded at any given time without sacrificing visual fidelity. It also uses a level-of-detail optimization method called mipmapping to increase or decrease the resolution of your textures on the fly. It uses a combination of clever techniques to dynamically load textures in and out as required to improve the performance of your game. This is where Unreal’s texture streaming system comes in. It’s a lot of information to keep in memory at any one time. Even if you’re not using 4k texture maps for every single asset, the amount of data these textures contain will add up really fast. No matter what kind of environment you’re making, your level is going to have textures – and if you’re making something anywhere close to substantial you’re going to have a lot of them. To understand why you’ve received this warning message you’ll need to have a basic grasp of Unreal’s texture streaming system – what it does, and why it’s so important. Just remember this isn’t actually solving anything though, and those warnings will be back the next time you open the editor. If you absolutely must, in a pinch you can enter the command DisableAllScreenMessages into your console and all warning messages will be suppressed. Side note: Yes, there are also unproductive ways to clear this error. The second is to optimize your levels/materials to keep the size of your textures down. The first is to increase the size of your texture pool either via the console or your project’s configuration files. There are two productive ways to fix the ‘Texture Streaming Pool Over # MiB’ warning message. This is a very common warning that is simply telling you that the textures in your scene are using more memory than you have allocated for them, and as a result the engine has started decreasing the quality of your textures to compensate. Although the warning ‘ TEXTURE STREAMING POOL OVER’ (followed by a value in mebi bytes) uses intimidating red text and is written all in shouty capital letters, it’s not something to panic over.