My project runs stable on RTX 2080. But when I run it on a machine with GT 750Ti (That is 2GB VRAM) the textures look very blurry. Especially the tree leaves and the painted landscape.
In the project there are not much of a high resolution textures. Maybe a few 2K or so. And I checked the “stat memory” and the Used Streaming Pool does not go over 2000. From ConsoleVariables.ini I’ve set “r.Streaming.PoolSize = 2000” but I also tried it without that line. Nothing changed.
On the system with RTX 2080, the game runs fine both in the editor and as a packaged project.
Can there be some other reason for the blurry textures?
Anisotropic filtering, also r.Streaming.PoolSize = 2000 sets streaming pool to 2000 so your trying to increase it by setting it to itself, which does not work, as 2000=2000.
Just realised im an idiot, your taking up the entire 2000mb pool of vram, there is no error going on.
Use material instances whenever possible to free up a little bit of space and fps, and do some texture optimization
if there’s a texture that’s entirely one color, replace it with a v1 or v3 param, via static switch+switch param, lower the size of pbr maps, as normal/color are the only really detail sensitive ones
Add 2 material quality levels too, 1 with full quality and 1 that removes specular, ao, and any other maps that are not absolutely required.
That or you have an addition to 4k and 8k textures/massive lightmaps, in that case look into virtual texture support and getting rid of overly dense lightmap spots, and even then still apply the above tips if applicable.
Before yesterday I had decreased most of the texture sizes from around 4K to 1K, still had the issue, then yesterday I remembered the textures used for the sky.
It is actually made for the users who need dynamic cycle. My sky is static but I really like the cloud mixtures you can achieve by it. But most of them are useless while it BP uses all the textures. It has 5 4K textures for each day, night, overcast and sunny skies. I set all the unused textures of it to 256 px, didn’t lose quality since they are not used. Before then my game ran buggy on 3 GB VRAM, now it is stable even on 2 GB VRAM!