# High Index Buffer Memory

**URL:** <https://forums.unrealengine.com/t/high-index-buffer-memory/446016>\
**Category:** Pipeline & Plugins\
**Tags:** memory-leak, unreal-engine, memory, editor, UE4, question\
**Created:** [March 26, 2019, 11:25am UTC](https://forums.unrealengine.com/t/high-index-buffer-memory/446016 "2019-03-26T11:25:34Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Finvarraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Finvarraz](https://forums.unrealengine.com/u/Finvarraz)\
**Post date:** [March 26, 2019, 11:25am UTC](https://forums.unrealengine.com/t/high-index-buffer-memory/446016/1 "2019-03-26T11:25:34Z")

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After some time in the editor my index buffer memory slowly climbs causing my memory (top right) to climb as well.  
How can I fix this? I do not even know what index buffer memory is and google/UE4 manual isn’t mentioning this.  
When I start the project it starts at ~20mb but as you can see in the screenshot it is now at 1gb and the more I use the editor the more it increases.

Any help would be appreciated. If you have any questions I will answer.

 ![272416-log2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/5/c/05cd6d08c25595ad388bc0104629e581c135d66e.jpeg)

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**Author:** ![AssemblerJohn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/assemblerjohn/32/921539_2.png) [@AssemblerJohn](https://forums.unrealengine.com/u/AssemblerJohn)\
**Post date:** [October 6, 2021, 8:00am UTC](https://forums.unrealengine.com/t/high-index-buffer-memory/446016/2 "2021-10-06T08:00:42Z")

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I’d have some issued with Index/Vertex buffer memory as well. I can’t confirm this, but I do believe that having vertex painted instances will increase the Index/Vertex buffer by x how many times you have painted that specific mesh.

For example, if you have a 50k vertices rock, and you have 100 hand-painted vertex painted rocks, you will have whatever memory is used for those 50k vertices multiplied by x100, that is the count of hand-painted rocks that you have.

I do believe that it’s better, especially for large open-world scenes not to hand-paint static meshes.

PS: I don’t believe it might be the case for you scene, but I do believe that the problem is real, and that we should be able to pinpoint exact Vertex/Index buffer usage.
