Texture Pool over due to TextureGroup_UI

Hey guys,

The Situation

We have these texture pools from Low to Epic: 400 MB - 600 MB - 800 MB - 1000 MB.

When we go on High or less, the texture pool is constantly over its cap. At 400 MB it’s already over for 460 MB (depending on position in level up to 520 MB). The thing is, we want to support lower graphics cards as well - with minimum 1 GB VRAM. 400 MB pool size on low settings are okay then, aren’t they?

The Problem

After some investigations via r.Streaming.PoolSize and ListTextures / ListStreamingTextures, I could find out that ALL our Loading Screens are in the texture pool ALL the time - in editor end even in a development build (shipping not tested yet due to missing log).

Makes 33 Loading Screens in 1080p for 33 maps: 8100 KB per texture ~= 256 MB in total. (Although just around 50% of the value over cap, but a start.) They are in TEXTUREGROUP_UI and compresseed without Alpha in settings UserInterface2D (RGBA). If I’d compress them in Default settings, it was a workaround but depending on the Loading Screen visuals I lose the high quality and get fractal rings in gradients.

Perhaps it’s good to note, that all loading screens are referenced in a data table to select them for the specific map.

The Questions

  • Is there a way to load UI textures only when absolutely needed (or visible in UI) and kick them off when hidden?
  • Is there a setting which could be broken, because of that the texture streaming is broken altogether?
  • How far could we push the texture pool MB settings for 1 GB cards if we can’t fix the problem?

Thanks in advance!

Same issaus.

Maybe disable dependency preloading system can fix.

But how to disable it.

LOAD_DisableDependencyPreloading Flag is not work