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

Hello @brs-sebascova ,

thanks for you input, my next approach was that, to avoid creating new targets which occupy gpu memory, rather than reuse once a target is safe to use, but I also have noticed some other issues in the forum (Release a SceneCaptureComponent2D from GPU memory) where the user also saw that the render target resource wasn’t being released even after calling ReleaseResource and ConditionalBeginDestroy, which is kind of a similar problem I’m facing, since my targets aren’t that big, but overtime it accumulates, which is when I think this is happening.

thanks for info on the monitoring, i think I have already tried a few, will update here with relevant details from the monitoring.

I’m marking this as a solution, as I most probably will stick with reusing render targets. but I will be running the monitoring before that with current method and if I dont see the rendertargets being released after respective calls, will attach the relevant details for debugging.

thanks for your time and effort.

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