Infinite streaming textures

I’ve seen this problem discussed, but never solved on this website.

It apeears that the texture streaming has an infinite loop at around three to four hundred. I have tried leaving the level processing like this for a night and even 24 hours, and it seems really to be looping there, as it never stopped.
It starts after the light has been built to my knowledge.

I’ve tried using ‘Never Stream’ in all of the texture preferences, but that didn’t give anything really, most of he levels still stream it infinitly.

Here’s the computer I work with, and the last log:

Intel Core i7-4820 CPU
3.70GHz
GTX 780 gigabyte а SSD Intel
4 Gb RAM

It seems like editor quality settings is set to 'Low". Try to set it back to “Epic” and see if it helps.

I have just checked. It is set on epic.

Hey Kevintheradioguy,

I am not sure if you have tried this already, but it could help you troubleshoot your texture streaming to make sure it is a bug. The documentation below will give you some really helpful insight on how texture streaming works and how to debug and optimize your texture streaming.

Texture Streaming

Would you mind providing me with your full ‘dxdiag’ as an attachment in your response to this comment as well?

Let me know if you have further questions.

Thanks,

I’ve looked it up, and Over Budget texture streaming taked from 80 to 105 per cent capasity (it jumps all the time).
I did find some Forced streaming, however, it is mostly with engine textures (so I don’t think it’s normal):

LogContentStreaming: ,100.714,512x256,512x256,512x256,512x256,682,682,682,682,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineSky/T_Sky_Clouds_M.T_Sky_Clouds_M

LogContentStreaming: ,100.714,512x512,512x512,512x512,512x512,170,170,170,170,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineSky/T_Sky_Stars.T_Sky_Stars

LogContentStreaming: ,101.209,512x512,512x512,512x512,512x512,341,341,341,341,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineMaterials/Grid.Grid

LogContentStreaming: ,100.857,2048x2048,2048x2048,2048x2048,2048x2048,2730,2730,2730,2730,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineSky/T_Sky_Blue.T_Sky_Blue

LogContentStreaming: ,100.714,512x256,512x256,512x256,512x256,682,682,682,682,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineSky/T_Sky_Clouds_M.T_Sky_Clouds_M

LogContentStreaming: ,100.714,512x512,512x512,512x512,512x512,170,170,170,170,Forced,1000000.000000 sec,1.0,Texture2D /Engine/EngineSky/T_Sky_Stars.T_Sky_Stars

Few of forced were my own (around seven or nine), and I’ve disabled streaming… to no result.
Streaming seems to take ten times more capasity then it should (it’s around 1075% for me). And, yes, here’s the dxdiag.

It is clearly a lightning problem. The infinite streaming stops when I delete the built lightning and transfer all the light to dynamic. However, it looks much worse then the built lightning.

Hey Kevintheradioguy,

In order to address and continue troubleshooting the issue, is there an example project, or a test that you have which exhibits this behavior? Are there any steps that I can reproduce this in an empty project?

Did you also disable the ‘Texture Streaming’ option within the Project Settings - Rendering section?

It seems like the baked lighting texture maps are causing the issue, but reproducing what you are experiencing might be difficult as we do not have all the exact same settings and content. If you are able to strip down your project to a small size and still reproduce the issue, then we can get a copy of your project and go from there.

Thanks,

Any news on that issue? I also got infinite Texture Streaming after building my lights

Hey Illusionray,

This was never determined a bug, as I did not receive reproducible steps or simple project for testing. I provided a link to debugging your texture streaming. If you have followed with the suggested steps within the documentation, and still need help, I will be happy to assist you.

Thank you,

I have seen this bug in many instances on answers website as well as the forums. I am experiencing it myself. I think epic has a major issue in their engine that they are unable to pinpoint. I have a very detailed forum post and hte link is on my answers page… to help narrow it down. Also willing to give my project even though its 50 gb.

Please respond at that link if u figure anything out :slight_smile:

Oh and i dont think its the baked lighting maps at all… i just think baked lighting maps add to the memory, but for some reason unreal is streaming textures as forced instead of streammed… even though they are not set to forced… plus textures used a mile away that are like 2 pixels on screen are streamed in at full or half resolution instead of a small resolution… its very odd. Its even streaming in textures that are 5 rooms away in another building.