# FIXED: "Out of Video Memory" Crashes

**URL:** <https://forums.unrealengine.com/t/fixed-out-of-video-memory-crashes/2703784>\
**Category:** Feedback & Requests\
**Tags:** Render, crash, memory, twinmotion, Nanite\
**Created:** [March 5, 2026, 5:39am UTC](https://forums.unrealengine.com/t/fixed-out-of-video-memory-crashes/2703784 "2026-03-05T05:39:34Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![tutugm](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tutugm](https://forums.unrealengine.com/u/tutugm)\
**Post date:** [March 5, 2026, 5:39am UTC](https://forums.unrealengine.com/t/fixed-out-of-video-memory-crashes/2703784/1 "2026-03-05T05:39:34Z")

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Hi everyone,

If you are experiencing the **“Out of video memory trying to allocate a rendering resource”** error—especially in massive projects—the culprit is likely **Nanite** , even if you have a high-end GPU (like an RTX 30, 40, or 50 series).

_Note: This solution applies to the interface of **Twinmotion 2023.2, 2024.1, and the new 2025.x versions**._

**Why this happens:**  
Nanite can be enabled **involuntarily**. You might have right-clicked a container in the Scene Graph and converted objects by accident, or imported assets with “Enable Nanite” turned on by default. In giant scenes, Nanite’s data streaming can overwhelm the VRAM allocation, causing the engine to crash during navigation or export.

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**The Fix: How to Bulk Revert to Standard Mesh**

If you can’t even open your file without crashing, follow **Step 0** first. Otherwise, go straight to **Step 1**.

**Step 0: Emergency Access (If the file won’t open)**  
Open a blank Twinmotion project, go to **Preferences \> Graphics Hardware Support** , change it to **DirectX 11** , and restart. This disables Nanite globally, allowing you to open your heavy file safely to perform the cleanup.

**Step 1: Filter by Type**  
In the **Scene Graph** (Object Manager), use the filter icon and select specific categories that support Nanite, such as **“Objects”** , **“Furniture”** , **“Vehicles”** , or **“Vegetation”**.

**Step 2: Select All**  
Click the first item in the filtered list, scroll down to the last one, hold **Shift** , and click to select the entire batch.

**Step 3: Disable Nanite**  
In the **Properties** panel (at the bottom), find the **Nanite** section and uncheck **“Enable”**.

**Step 4: Repeat for all Geometry**  
Repeat this for every category until your entire scene is back to **Standard Mesh**. Once done, you can switch back to **DirectX 12** if needed, and your project should run smoothly and export without any memory errors!

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I spent a week struggling with this on an RTX card, and reverting to Standard was the only thing that worked. Hope this saves your project!

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