This is absolutely unacceptable amount of steps and technical knowledge tinkering to have to figure out when starting each new project out of the box. Especially given that the pools aren’t set up globally, but per texture format.
Even users who understand intricacies of virtual texture memory allocation, and how it relates to individual texture formats (which there are dozen plus of) won’t be willing to put up with this.
This needs to be a heuristic that has one or two simple tweakable variables, but decides what to do under the hood. Being forced (not just have an option) to manually interact with such a low level concept as texture memory allocation in a third decade of 21st century in a game engine marketed to end users, and not game engine developers, is truly ridiculous prospect.
I am still 99% sure this is a bug. No one in their right mind would expect things kind of thing to have to be manually wrangled by average user.
In fact, the steps you are describing sound so tedious and ridiculous I am questioning whether you are being sarcastic, poking fun at the ridiculousness of this all, or whether you are serious
I mean why would the feature be named Pool AUTOgrowth when it requires you to grow the ****ing pool manually, to get rid of annoying message constantly covering bottom right part of your editor UI. If it was truly AUTOgrowth then it would keep setting the max pool size automatically to whatever the peak usage was, and have some “max size” constant, set to some high enough number.