I am currently checking the memory of Render Targets in a 4.27 game using the memreport command (Unreal insights shows me a similar value for RenderTargets so I assume the content in the memreport is correct). I noticed that there are a lot of duplicate entries in the list. In the attached file you can see SceneColorDeferred (FloatRGBA) appearing 10 times and I wanted to know if this is the intended behavior or indicates that we are doing something wrong.
thanks for reaching out. I have followed your repro steps, but have not been able to replicate the issue. Using the r.DumpRenderTargetPoolMemory command on a new Unreal 4.27 project with starter content, I see output without duplicate entries (I attached the log to this message). Is it possible that there are multiple instances running? And would you be able to provide a minimal repro project so I can investigate further?
thanks for the update. I discussed this issue with a colleague of mine and the reason for the duplicate entries is because some effects that rely on temporal accumulation over multiple frames to get a more stable image (like SSGI) keep a history around of bound render target buffers from the last 10 frames (which all show up in the memreport) to compute the effect, so this is expected behaviour.
Hopefully that helps, but let me know if you have further questions.
I can confirm that there are no multiple instances running (the log attached above is from a PS4, but we have the same issue also on PC, so not console related). While trying to create a repro project I already found the root cause for the SceneColorDeferred entry: it is only appearing when r.SSGI.Enable=True. I am also able to reproduce this with standard third person template.