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Render target memory 2D high performance cost as time increases

I have recorded two Memreport with a 10 minute idle interval. I have discovered that Render target memory 2D usage increased by alot even though i did not add any new actor to the scene.

From: 352892528 - Render target memory 2D - STAT_RenderTargetMemory2D - STATGROUP_RHI - STATCAT_Advanced

To: 1078415524 - Render target memory 2D - STAT_RenderTargetMemory2D - STATGROUP_RHI - STATCAT_Advanced

Once i restart the editor, the memory usage does reset to the number close to 352892528, therefore i suspect there is a memory leak somewhere slowly building up just by leaving the editor idling.

So what could be the cause of this issue and are there any effective steps so that i can perhaps track which object that is causing my Render target memory 2D to build up?

Product Version: UE 4.19
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asked Nov 19 '18 at 08:04 AM in Rendering

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The issue is described here.

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answered Nov 19 '18 at 08:50 AM

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avatar image Ianlerin Nov 21 '18 at 06:39 AM

Thanks for replying. I followed the thread and ensure that r.gpucrashdebugging is false. However, the Render target memory 2D continue to build up. I suspect it may be some other factor causing this.

Any other clue for this issue?

avatar image Deathrey Nov 24 '18 at 02:05 AM

Console command alone is not enough to disable aftermath in earlier versions.

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