NonStreaming Mips Using Over 1000% Video Memory

I have been dealing with this problem a lot and have to mention I am a fanatic with using FLIPBOOKS in the majority of my widget UI. From what I know, Mipmaps have something to do with optimizing textures in game, And non-streaming textures are connected to UI. Maybe? I think? To clarify I have less that 3 flipbooks running at the start of the game. (but many in my files)

Is there any way to track non-streaming textures??

ALSO, To TROLL MYSELF I manually turned Mipmaps on for all the external textures used in the flipbooks, as well as decreased their base resolution. NO CHANGE.

Many dead, unanswered forum pages await my next google search
Take Care

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Try right clicking on this level in the asset browser and take a look at ‘size map’.

Does it contain all of your flipbooks?

I does but only If I scale the reference depth to 10

But to be clear all the flipbooks are referenced in a data table that is then later referenced by my character. Does it still mater?

I assume you can see any blueprint that an item in the level is associated with if you go deep enough?

Also, the texture degradation is instant on startup, before the game gets played. I would hope there is a way to track this

Size map, not reference viewer :slight_smile:

image

It tells you how much is loaded with this asset

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Oh my god. Not only are they huge, but double??

Ok, well this is a great start thank you so much. Now I just need to figure out why this is used in the size map. I will have to look into what the size map is actually searching, because this should not be the physical map. These flipbooks are stored EXCLUSIVELY in my data table.

Again, thank you

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The reference view will tell you where the connection is :slight_smile:

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Thanks you!

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Not sure about data tables, but editor loves to stream in all textures, and then complains about lack of video mem instead of unloading.

I use data assets not tables, and every soft reference to texture streams in texture. So if i load DA, and there is soft reference, that i MAY use in code (like for loop or collapsed widget somewhere) it just happily streams in texture.

And it drives me nuts because i use HDR textures for level skyboxes, they are in data assets, and editor happily streams them all in.

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