Packaged Project Using too much Virtual memory?

I was dumb and upgraded to Unreal Engine 5.4. I recently packaged my project, but when I try to load the first level it crashes and says I’m out of virtual memory. I have 32 gb of virtual memory and 32 gb of ram and the game plays fine in the editor. I tried upgrading to 5.4.4, but the problem persists. Does anyone else have this issue? Is it something specific to UE 5.4 maybe?

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It sounds like you’re running out of VRAM.

When you run the game in editor, do you get a red message about VRAM during play?

What’s your GPU, how much VRAM does it have?

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Greetings @derf0007

As Clock mentioned, this sounds like you’re running out of RAM. I’d check the areas Clock recommended. You can also pop open your task manager while opening UE and watch your levels.

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The only thing that is red is "Video memory has been exhausted by 450mb

I’ve had that in the past without issues. Everything is nanite and my frame rates at 90 FPS at 4k. Where do you suggest I start looking or things that usually eat up VRAM? I didn’t have this issue with 5.3.

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Packaged project start on the highest graphics setting. You seem to be running out of memory in the initial states of the project. Have the game run a benchmark blueprint to auto set the settings and save them.

obraz

Or you can edit the ini files of the packaged game so that they have lower settings (high instead of epic)

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When you get the error, take a look at

image

This is the VRAM

and the list show the biggest offender first :slight_smile:

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How big is too big?

What does this function do? Set the game to the computer specs?

Yes, it’s a benchmark tool that is supposed to set the optimal settings for texture, model lod etc automatically (set max allowed value to fit pc specs).

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So you’re using 12G

But you’ve scrolled the list down so I can’t see the top :slight_smile:

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Ah! My apologies!

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Ok, it could be two things:

  1. You’ve got a large level. Is this just an apartment, or is it a city etc?

  2. The editor will just keep filling up VRAM and won’t flush it. You’ll need to quit the editor, and then just open and go directly to this level. Then take a look at the tool. ( probably a good idea to make this map the default one )

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It is a large level. I’m making a Backrooms game where you start in an apartment and then fall into the backrooms that go on and on and on. Very large lol. Doesn’t making everything nanite negate the texture size issue? What are your suggestions for starting to get this to be managable?

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Are you using world partition, or streaming?

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You can look into virtual textures. There was a really good talk not long ago on the Unreal’s youtube that pretty much tackles this problem

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Ummmm maybe neither? I’ve never made a lever this big before. I’m guessing you might have found the issue. Which is better?

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Neither is better, they both use the same tech.

You might be using WP without knowing it, depending on what level template you started with.

WP will manage the grid for you and stream things in and out as you move around.

With level streaming, you can either setup volumes to tell the system when to load/unload, or you use blueprints, but you have more control.

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I’ve played with level streaming volume in the past where it loads portions of the level when you arrive at certain points, but doesn’t nanite make that irrelevant? If not, then I can try that.

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Nanite does not make streaming redundant, otherwise why would there be world partition?

You also still have the problem of using too many textures…

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Ah, ok so I should use world partition? Also, it seems 5.4.4 has changed it. I no longer see an enable button.
Screenshot 2024-09-11 005107

What do you mean using too many textures? How do I check that? Sorry, I only have about a year’s worth of knowledge of Unreal.