I’m using a XFX AMD Radeon R9 280X Black Edition with 3072mb VRAM.
I’m also using Win10 with AMD Crimson Edition 16.1.
Also my Scalability Settings are all set to epic.
However, at project startup, UE calculated the texture pool size incorrectly.
LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon R9 200 Series (Feature Level 11_0)
LogD3D11RHI: Adapter has 3054MB of dedicated video memory, 0MB of dedicated system memory, and 4066MB of shared system memory, 2 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4066MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
Why is it calculating 70% of 1945mb instead of the full 3072mb? I don’t have any other programs running that would affect my VRAM.
Can I get your dxdiag? There’s some info in the dxdiag that could help me determine why only 2GB of VRAM is being recognized.
The Texture Pool size is not something that is set automatically based on your VRAM, but instead based off of the Texture Quality scalability settings. It goes from 200MB at the lowest setting to 1000MB at the top setting. At first launch, it is set to 1945MB(I think this gives it a larger cache to make engine startup smoother), but if you look further down in the log it is set to 1000MB.
You can change it manually by using the “r.Streaming.PoolSize #” command. The # will be a MB amount.
You can also add “r.Streaming.UseFixedPoolSize=True” and “r.Streaming.PoolSize=#” to your Project\Config\DefaultEngine.ini file under the RenderSettings section.
I don’t recommend increasing it too far though because there is a good possibility for loss in performance. Texture pool should not take up your entire VRAM
Alright thanks for the clarification. Thats quite interesting.