about those video memory stats

what’s the difference between UAVs and rendertargets? isn’t that all the same output buffer stuff? the gbuffer is where exactly in there? what is all this memory alloc good or bad for? cause… why does it allocate so much? I looked thru some shader code earlier. the 1080p gbuffer setup at f32 format shouln’t allocate more then 300 megabytes, even for the editor and all the slate framebuffer for compositing the UI. this is a darn 2 giga FAT and lazy, useless allocation, as far as i can see. and/or is there a setting to lower the amount it allocates. something that makes sense from an engine coder standpoint? i don’t think i need all this memory waste.

greetz