Warning: Texture Streaming Pool Over 650MB
I've been playing around with materials, finally I got this warning message, "Texture Streaming Pool Over 650MB".
I'm a bit lost in terms of what I should aim for. Modern GPUs got 2GB-8GB of VRAM. Or is this warning not about that?
What's the maximum of texture memory I should use for a PC project, Game or Archviz? What counts to that memory, only textures in the scene or also in the content browser?
asked Jan 13 '16 at 08:44 AM in Rendering
answered Jan 13 '16 at 04:58 PM
I just want to add that I was getting the same warning message because I was viewing all my textures in the Content Browser. Might not apply to your specific case, but just know that the textures you're viewing outside of the game environment contribute to your texture streaming pool.
answered Jun 04 '17 at 02:35 AM
I know this post is old, but if anyone is still looking for help, this may do: r.Streaming.PoolSize 2000
But the root problem could just be some of your assets have 4k or 8k textures, which is often not necessary. - Assets from Kite demo, for example, can have 4k or 8k textures - Export their TGA, back it up, reduce it to 1024, reimport, rebuild lighting, save. - Check your total look difference vs your total performance improvement.
Same TGA resize, with approximate file sizes by image dimensions 1024 - 4mb file size 4096 - 64mb 8192 - 260mb
If you are doing some beauty shot or with a high resolution asset very close to camera, or it is a main asset close to the player all the time, then fine. If the asset is usually far away, consider dropping the texture size real hard.
Consider merging your Height texture and Roughness texture into the alpha channels of the Albedo and the Normal texures (if the material is opaque). you can do this in Substance Designer using RGBA split and RGBA merge. Doing so removes two textures from your texture count.
answered Mar 17 '19 at 08:21 AM
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