Does UE5 has rendering bug on SSD?

Hi, I am testing an environment from Marketplace and facing a weird issue.
It’s showing the random RGB Dots and lines on texture.
The issue isn’t consistent. Sometimes it shows and sometimes it doesn’t. and every time artifacts can be on different textures.
it also disappears at a close distance.
when I open the material for RGB dot texture base color map will also show the dot in the material editor, but when I open the texture itself, as you can see in the screenshots, it’s clear.

Note: This happens when I have my project on SSD, but when I moved my project to HDD, it was fine. so I think the UE5 is having an issue with the SSD.
I face the same issue on my other SSD so it’s clear that my SSD is fine and I am having problems with other software.

If you restart the editor, it goes away.

To avoid it, when you start the editor, immediately issue the command

r.streaming.poolsize X

where X is your GPU RAM.

I think it’s buffer overrun in the texture streaming code, and no doubt will get fixed sooner or later…

yes, it goes away for some minutes after restart and then comes back. but increasing pool size doesn’t help the only thing that helped was moving the project from SSD to HDD.

even if poos size is overflowing I don’t see any rendering issue while running the project on HDD instead of SSD.

Then I think you might have a texture heavy level? Do you get the ‘streaming poolsize’ error shortly after startup?

It would be weird though, if it was a hardware issue…

all the time because I only have RTX 2070. I like to work with cinematic scalability.

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you were also right low VRAM messes up the texture appearance.
But, it still doesn’t change the color to weird RGB dots as it does on SSD.

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I suspect the GPU swaps out VRAM to the hard drive. I’m guessing that the style of writing the HDD and SSD differ enough to make this weird pattern. :slight_smile:

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image
same here

P.S. I dont have a HDD

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:sweat_smile:

based on my experience. you need to make sure you use the virtual texture because it will reduce the VRAM need. it’s being caused by low VRAM. the only difference between SSD and HDD is, On SSD we get the random RGB pixel dots and on HDD we get the random pixel dot with a color similar to the texture.

try to reduce the lumen quality as well it will solve the issue.

We use 5.0.2 at work and three people have the same problem (including me). I have ssd, rtx 3070, ryzen 9500x. But it’s per texture. For example, in the case of masked materials, only one layer will start going crazy.

I have to dig this up, because apparently its still a plague and Im at the end of the project, do I have to worry losing it?
No Vram shortage here, 12gig are more than enough for a scene with only 12x2k textures.
Started to happen on 5.1.1
Its some bug with the engine, all the info I found (and there is plenty but never a working solution) is that it happens on 5.0+ and random, regardless of SSD, HDD, Vram size, mempool, ram, etc, which leads me to conclude its a UE5 issue which epic is not aware of.

It’s been a long time and never faced that same issue again. just make sure to always use the virtual textures.

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Thanks, good to know, sadly VT’s have limitations, i.e RVTs dont work with VT’s in UE5 properly, not for terrain blending with static meshes at least. So many new features, but what are they good for if they arent working properly, right?
But thanks, Ill go back to UE4. :slight_smile:

With Nanite you don’t need to blend the landscape with mesh because now you can add highpoly mesh to make it believeable.
they explained that in the “Valley of the Ancient” demo