This is by far the best solution! Thank you so much for your in depth solution. It really helped for me to understand the virtual texture memory footprints. The steps were straightforward, and this would be a handy video for a YouTube channel
I have a weird issue, I can’t seem to increase the fixed pools, no matter what. Anyone got an issue like that?
Oddly, if I lower their value that is on the HUD chart, then the HUD is updated and get lowered as well. Also changing the mip residency also makes their green line go higher, so I’m sure the fixed pools are being used, but for some reason they are capped at that random value.
Btw, my issue wasn’t that the landscape is blurry overall, but rather that if I rotate the camera, I see blurry for a 1 second. I managed to fix this by changing the Feedback resolution factor to 8.
Hope this helps someone.
You seem to be changing the pool size, it’s just that the graph doesn’t show the pool size but its current occupancy.
There’s a larger issue at play, in that this way too technical for anyone who isn’t straight up rendering engineer or very advanced tech artists to come in contact with. It should be like any other low level rendering feature in Unreal, it should just work out of the box without need for ANY interaction from the end user, and if you want to tinker with it manually, it should be hidden deep under some console variable set.
As long as there is a need to have actual GUI for per-compression type VT pool sizes in something as end-user facing as Project Settings, then it implies failure of the UX design.
I disabled the “Pool Auto Grow in Editor”, but even though the message stopped popping up, I still have the issue with textures. They keep changing when rendered.
This worked!
My Size in Megabyte
was around 192, as my scene is smaller.
Textures are now loaded better and no annoying notifs!
Changing the Texture Streaming setting in the Game Overrides fixed the texture flicker problem for me
Woah! It helps! Thank you!
In DefaultEngine.ini