Awful Texture Streaming after Game is Built

Hey everyone, we are a group of Students presenting a GameDemo in a few months
,and Unreal has been a treat to work with so far.

We have however been confronted to some difficulties when packaging our demo.
After we build our lights, and make sure everything is in order we tried Packaging the project, in
development mode. ( windows 64 )
After a little bit the project is saved and everything seems fine, but when we launch the .exe the Texture Streaming is awful.
Here are some of the fixes we tried :

Project Setting>Rendering>Stream Textures> Never Stream.
Ended up blurrying the whole game in editor. Doesn’t affect the game once packed.

-Check " Never Stream" on some of Textures our most important mesh absolutely needed.
Works to a certain extent, but puts an awful hit to our performance. Lowers FPS too greatly to be a solution.

-Fiddle with BaseEngine.ini file adding: [GMinTextureResidentMipCount=14
GMaxTextureResidentMipCount=14] in hopes it would do something.

None of these seem to work, we find very little documentation covering how to package besides the obvious " choose your platform and double click the .exe to launch your game !"

Here is my question : Is there any critical settings we missed before packing ?
What other tweak can we try ? Any help is greatly appreciated !

Hello LiaPianelli,

Thank you very much for your patience and understanding while awaiting a response to this issue.

I have a bit more information to gather in order to better understand this issue.

1.) You said you were presenting in a few months. Are we too late to meet that deadline?
2.) Does this happen in a later version of the engine?
3.) Can you link me your DxDiag?

I see that you changed the Mip Count settings. Miip-maps will always render the highest resolution image (Rather than reducing resolution as the image gets farther from the camera), this can lead to aliasing issues as the image sampler will struggle to multi-sample the reduced image.

You can also try to add a negative Mip-bias to the texture, either in the texture details panel or in the material editor. This can help avoid textures blurring too soon, but avoids the artifacts from having no mip maps.

Could you try and type “r.Streaming.PoolSize 2000” in the console in the Editor to perhaps force it to “reinitialise” the texture streaming? Just an idea.

Again, thank you very much for you patience.

I had a similar issue just yesterday, Using version 4.9.1 of the engine. Packaged up a project for a client (Win 64 Shipping) and suddenly my textures are super blurry even when being viewed close up on screen. I was shipping a medical product viewer with textures of intricate circuit boards and so the detail was crucial. In my case turning the streaming off on the most important textures let me package and get the build to the client, but at a performance cost. I’ve not yet tried the negative Mip-bias, do you have any more details on how to implement that, or what appropriate values might be? I have to agree with LiaPianelli that packaging doesn’t seem to get as much documentation as it needs. I’ve had all sorts of strange things happen on packaging like textures that suddenly disappear (toggling “use with static Lighting” on and off in the material seems to fix that one. But the fix doesn’t stick I have to do it before every build) Anyway, not to take over the thread, but I thought I’d add to LiaPianelli’s comments about the steaming issue. I’d love more info on this.

Hello quality,

If you would like to open a new ticket regarding you issue.

Thanks,