GPU Scene instance warning

LogRenderer: Warning: GPU-Scene Instance data overflow detected, reduce instance count to avoid rendering artifacts.
Max allocated ID 16799361 (16.021M), instance buffer size: 16M

The Following is the warning I get.

Need some help figuring it out no google luck here!

Probably just need more optimization I think but a more in depth solution is highly requested thanks!

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Hey, did you ever figure this out? I’m running into this issue now and can’t find much anywhere on the web. I’m trying to spawn a moderate amount of trees on a 3km x 3km map, but certainly not 16 million, so I’m not sure why this is triggering.

I would like to bump this. I got this warning in 5.4 never seen it before in 5.3 I’m guessing it is from PCG.

pcg? what are you creating and how are you creating it?

in the case of trees you can easily get over 16 million instances if you use the wrong kind of leaf models.

Procedural Content Generation, I had a forest that I made using pcg and that was exactly it. It was way too dense. Once I deleted that section of forest my error went away.

I managed to generate this error today but I think I know why ;):

Just playing around

The error would suggest there is a configurable buffer somewhere, no?

Have you solved this problem? I also encountered this problem recently.

It’s not so much a problem but a hitting an internal limit, so the app is doing what it needs to do. That aside, no, I’ve not been able to locate where/how/if that kind of buffer can be adjusted.

The solution is to better-manage placing instances so we end up with less-overall, to stay within the buffer.

I checked the engine source code, and it’s a hard limit, and changing the engine source code is the only way to change it. This warning was generated when I was spawning vegetation through procedural foliage spawner on an 8K landscape. I have now migrated some dense grass to Landscape Grass and reduced the density of grass. I’m not sure if this warning will appear again when the grass fills the landscape.
Landscape Grass can’t generate beautiful settlements like procedural foliage spawner, so this sacrifices some artistic feeling. I don’t know how those game developers who use Unreal solve this problem.

i would create larger chunks of grass so you lower the amount of instances for a bigger spread in one instance. you gotta generate some permutations you can recycle in a level. it’s less procedural and more authored. that simple.

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I think this method should be effective in relieving it, but not eradicating it. Because even if there is only one plant in 1 square meter, that would be 16M plants on a 4K landscape.