So, my game is almost finished when it comes to content and ready for beta. When I am playing the game through from start to finish, I am starting to get resourse problems which are displayed by “texture streaming pool over xxxx”.
The thing is, I have optimized all the levels to work at 90+FPS/Epic Settings/ at r.Streaming.PoolSize 1500. All the invidual levels work fine and cause no problems. But when I play from start to finish, the error message starts to pop up constantly, and I am getting texture hiccups and even whole terrains not loading properly.
All of the levels are opened from a Mega Man style menu 1 by 1, via “Open Level” command, not “Load Level”. This should open the levels as separate entities, not keep themselves loaded in the memory correct? When completing a level and returning to the level choosing menu, I want everything from the past level to be handed to the garbage.
So, now I am looking for a debugging workflow how to iron things up. Since the error complains about “texture streaming” I assume its as it says, and some textures or models stay forever in the cache once loaded, or something? Or could it be UI and graphics in it, I have tens of different UI widgets, which all contain many many textures, all textures in them set as UI in compression and texture group. All of them are “removed from parent” after they have served their purpose though.