I am trying to do a magical winter wonderland level that is a hub base for sub levels with a cool christmas town that is a combination of victorian and germanic and toon style buildings all with snow and decorations on them and those are fine, but outside the town on one side I have a little village of toon style germanic homes going up two mountain sides with a valley in between that goes up them to where the main character lives and amongt the village home I have pine trees that with the pines made from cut out planes with alpha data and then snow added on and decimated heavily from the Real Snow addon in Blender and Christmas tree light and decorations on all of them and when I packaged it I was expecting it to run much smoother but it was almost worse, the character cannot turn and look that direction without the FPS slowing to an unbearable amount where everything is choppy and I get a texture streaming error. Do you think this could be a texture issue and I should compress all of the textures of the village homes and trees to 512 or something or 1k? Or do you think this is a poly count issue? I will post a screen shot of part of it. I would really like it to work, I think it would look really cool when it is finished.
If texture pool is exceeded performance will be severely degraded. Optimize the textures and/or increase pool size. The simplest optimization is of course decreasing the size as you suggested but there are other options to look into like reusing textures more often.
So far, what I have found is that, deleting all of the decorations off of the village homes that took 5 minutes each to import in out and replacing the plaster texture of the homes with something lower quality that still worked that I got off from someone who was working on similar type homes and using that, then increasing the texture streaming pool size to 50,000, deleting any tree that was a static mesh and only using foliage meshes that do not have a snow texture on their decimated snow and just show white and running the scalability at low seems to make it run just fine, but I am trying to figure out how to make it run on higher settings. I am going to fix up the ground textures to have a reactive snow texture for foot prints on parts of it and I am worried that could run things up a bit, but I am really thinking that it is poly count and textures rendering. I increased the mesh streaming pool quite a bit as well and I think that may have helped.
If I could get the Niagara snow fall system to run off the GPU it would run alot smoother, but when I switch it to GPU from CPU it only shows the snow falling when you look upward.
Edit: and I fixed that by decreasing the min fixed bounds to -4000 each way and max to 1000. It improved things, but only a bit.