How to Properly capture image using render targets and free them and performance monitoring for rendertargets.

Hello there @dhashuml!

Checking through your log, there’s a call to an “Out of memory on Vulkan” error, usually tied to the rendering process being overloaded. Since your plan is to create and destroy renders very quickly, this could be exerting the memory beyond its capacity.

The best approach here would be to alter the logic of your plan, maybe establishing a limited pool size for your renders, process each other, then remove the group with garbare collector, to avoid the constant strain in memory.

As for monitoring, the following console commands should be useful:

  • r.Vulkan.Memory.Dump: shows Vulkan memory allocation information to the log (you shoud look for large allocations and fragmentation here)

  • stat memory: shows overall GPU and system memory usage

  • stat renderthread: shows insights into render thread and RHI performance

And of course, the tools included with Unreal Insight. Details regarding them can be found here: