How to free memory used by texture streaming pool?

Hello there. I have a game being developed from many years, and the texture streaming pool was a problem since the beginning: after play the game for a few hours, the pool seems to always increase the memory usage, even after load maps - which to me always appeared to start a new level in a clean slate, except for the texture streaming, which seems to keep things in memory.

Every time I search for people with a similar problem, the answer is the same: turn the texture streaming off or increase the size of the pool. Both are not real solutions: the streaming works fine and I don’t want to turn it off; and increase the pool size will only postpone the issue.

The question: is there a way to “force” the memory to be freed? Like, empty the pool? A function I can call when I start a new map, so the pool will stop flood?

When you make a shipping package, the pool will clean itself correctly. It just doesn’t work in the editor :slight_smile:

Well, in fact, it appears to happen in the editor a lot more, so you should be right. Still, it’s not usual, but I already saw the textures going crazy after some hours playing my game on Xbox One and Switch, and I though it could be the reason…

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